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Question by Statement · Mar 17, 2016 at 11:49 AM · particlesystem

How to burst a particle system twice?

Hello. I have a bit of problem getting a simple burst particle system to work. To reproduce the issue, create a new Particle System, set Duration and Start Lifetime to 1, then under Emission set Rate to 0 and add a Burst with the default settings. Disable Looping and Play On Awake.

Then, I'd like to drive the burst through code. A simple demonstration could be per mouse click.

 using UnityEngine;
 using System.Collections;
 
 public class PlayParticles : MonoBehaviour
 {
     void Update ()
     {
         if (Input.GetMouseButtonDown (0)) {
             var ps = GetComponent<ParticleSystem> ();
             ps.Stop ();
             ps.Clear ();
             ps.Play ();
         }
     }
 }

I would expect that on each mouse click, a burst is played. This works until the particles disappear. After particles have disappeared, calls to Play does nothing. However, if I change simulation space to World, then Play works as intended. The problem is that I require local space simulation.

How can I make the particle system play more than once, after the initial particles have disappeared?

I'm using Unity 5.3.2f1

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avatar image Statement · Mar 17, 2016 at 11:55 AM 0
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It appears 5.3.3 has a fix which I'll try later.

"Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space is set to local. (756971)"

avatar image Cherno · Mar 17, 2016 at 03:18 PM 0
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You can also just use ParticleSystem.Emit().

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Answer by Statement · Mar 21, 2016 at 12:36 PM

Works with 5.3.4

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avatar image L_A_R · Jun 27, 2017 at 06:17 PM 1
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@statement Hey man, during my trials and tribulations developing things...I've seen you answer so many questions and help so many people. You're a bad mother fucker. I saw you hadn't been active since last year so I hope whatever you're doing you're happy and that sometime you see my message. Thanks for being awesome.

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