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Pause particle system, then play, particles on screen dont resume.
void Update()
{
Debug.Log( _MyPartSys.isPaused );
if( _MyGameSetup._MyGameState == GameState.Paused )
{
_MyPartSys.Pause( true );
}
else
{
if( _MyPartSys.isPaused )
{
_MyPartSys.Play( true );
}
}
}
When I pause the particle system it works, and freezes the particles on screen. However when I unpause, using particleSystem.Play( true ), the particle system is no longer paused, however the on screen particles that were there before being paused, do not resume playing, moving, etc. They stay frozen.
Not sure why this is?
ParticleSystem.Pause() and Play() now working on my side in Unity 5.4.0. Can you try again using the bare methods, without using playbackSpeed nor custom conditions as suggested by f4bo? If it works this time, we should mark the answer as a workaround for previous versions of Unity.
This question is over 2yrs old... I'm pretty certain particle pausing/resu$$anonymous$$g has worked fine since all versions of 5.x at least.
Answer by f4bo · Jan 03, 2015 at 09:55 AM
as a better alternative use the PartycleSystem playbackSpeed member: 1=on full speed, 0=stopped. Using play and pause you should work with 3 methods like this:
if (_MyGameSetup._MyGameState == GameState.Paused) {
_MyPartSys.Pause (true);
_MyPartSys.Stop (true);
} else {
if (_MyPartSys.isPaused) {
_MyPartSys.Pause(false);
_MyPartSys.Play (true);
}
}
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