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Question by Siccity · Jun 22, 2016 at 07:16 PM · instantiaterandomparticlesystemparticle systemsimulation

Instantiated Particle System not random

So i've been using Unity long enough to know how to script my way out of the issue by running before the system plays:

 ParticleSystem[] systems = gameObject.GetComponentsInChildren<ParticleSystem>();
 foreach(ParticleSystem sys in systems) sys.randomSeed = (uint)Random.Range(0, int.MaxValue);

BUT this shouldn't be necessary, as Particle Systems should pick a random seed upon being instantiated, right? Setting the PSys prefab to "Play on Awake" makes it simulate exactly the same way over and over, seeming extremely repetitive.

In the editor the system generates different outcomes at every simulation, as intended.

Is this a bug? Or do i really need to iterate through every particle system, including children, to get a new simulation for each instantiated system?

Example: http://f.thorbrigsted.com/tCadb.mp4

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avatar image Soulice · Oct 01, 2016 at 02:48 PM 0
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Workaround still didnt change the patter, will have to wait for 5.4.1 for the fix.

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Answer by Jose_KokonutDeveloper · Jan 19, 2017 at 10:38 PM

On 5.4.0f3 you can set your particle's random seed through code. What I did was:

 void Awake()
 {
        particle.randomSeed = (uint)Random.range(0, 1000);
 }
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Answer by mradfo21 · May 30, 2019 at 10:34 PM

this issue still persists

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avatar image ryzeonline · Apr 20, 2020 at 08:53 AM 0
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I'm having the same issue in 2020 :/

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Answer by the_othernet · Jul 16, 2016 at 09:43 AM

I'm also seeing this behavior. Did you ever uncover any more information about it?

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Answer by samizzo · Aug 05, 2016 at 06:45 AM

This is a bug. It's been reported here: https://issuetracker.unity3d.com/issues/two-independent-particle-systems-appear-to-be-using-the-exact-same-seed-for-randomisation and here http://forum.unity3d.com/threads/two-separate-particlesystems-render-on-the-same-positions.393417/

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