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Fixed in 5.4.0



Found in


Issue ID




ParticleSystem calls (Play, Stop, Clear, IsAlive, etc) with 'withChildren' parameter set to true generates garbage



Steps to reproduce:

1. Open attached project
2. Open the only scene in it
3. Open the 'Profiler' window
4. Play the scene
5. Notice the GC allocations being made for each ParticleSystem call in the memory tab

Note: Looping through all the children and playing them individually works without garbage.

Comments (8)

  1. zee_ola05

    Nov 19, 2017 00:27

    Stop() still produces Garbage on 5.5.2f1.

  2. mcmorry

    Oct 10, 2017 18:48

    It's still buggy on 5.6.3p3 when calling Stop().
    I have only trails enabled (no renderer) and the workaround for me was to set the ratio of the trails to 0.

  3. Behzad65

    Oct 06, 2017 06:01

    the issue is not fixed in 5.6.0f3

  4. ThomasEgan

    Sep 06, 2017 15:49

    Still present in 5.6.3p2 on ParticleSystem.Stop()

  5. MartinW

    Jul 01, 2017 20:33

    This issue is still present in 5.6.2f1. ParticleSystem.Stop() Generate 248B of garbage.

  6. ddf

    Dec 19, 2016 18:07

    This happens in 5.5.0f3, as well. Even when passing false to Stop, I am seeing a 248 byte allocation for each call.

  7. manny003

    Sep 08, 2016 22:48

    This issue is definitely not resolved. Just saw it happen in 5.4.0p4 using Stop(). Work around is to call Stop with param false -- knowing that I have no children to look for.

  8. sebas77

    Jul 04, 2016 17:37

    This is reproducible with Unity 5.3.5 as well, any plan in fixing it there too?

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