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Fixed in 5.3.6



Found in


Issue ID




[Shuriken] ParticleSystem.Pause() resets Start delay



Steps to reproduce:

1. Download and import attached project.
2. Open scene: main.
3. Play.
4. Use A, S, D to Play(), Stop(), Pause().
5. Press D and A afterwards.

Expected result: After pause particles should start playing instantly, nevertheless it has start delay.
Actual result: Pause() resets Start delay, and When played it has delay, the same as after Stop.

Workaround: Altering Start delay value in script before playing.

Reproducible on: 5.4.0b1, 5.3.1p2, 5.2.4f1

Comments (4)

  1. tclluo1988

    Sep 18, 2016 03:49

    this bug still exist in patch 5.3.6p3

  2. TopherGopher

    Jun 17, 2016 15:43

    I'm not sure if this is the same issue or not, but whenever I instantiate a prefab using particles with start delay set to be random, all of the effects play at exactly the same time. Hopefully this fix will resolve the issue I am seeing as well.

  3. MatthewW

    Jun 04, 2016 05:58

    This fix showed as: "[754270] Particles: Start delay is now only applied when the system time is 0."

    Which is maybe missing detail--because if that's the actual fix, and start delay no longer works if an effect is instantiated after the first frame, that's a pretty big problem...

  4. whier

    May 30, 2016 04:17

    could you tell me when will the 5.3.6 release?
    we can't wait this bug to be fixed right now.
    in our game, pause and resume the particle system are so important that we can't release our game until this bug fixed.

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