Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by caliope818 · Aug 23, 2014 at 03:42 AM · particlesparticle systemwindowstoggleshuriken

Particle Systems Not Showing Up - Windows Phone

Hi there,

I'm working on a project for Windows phone and am having some trouble with invisible particle systems. Basically I have a few particle effects scattered through out the project (nothing fancy - explosions, rain, etc.). Some particles play on awake and looping, while others are toggled on tap. All particles work fine in Unity, but while testing to the device my particles that are toggled on and off don't show up at all. The particles that play on awake are visible. My project is in 2D and it doesn't seem to be linked to the layering system because some of them are showing up. Any thoughts?

Here's the toggle script I'm using - don't think that's related, though.

using UnityEngine; using System.Collections;

public class ShurikenToggler : MonoBehaviour {
public bool startsOn = false;

 public ParticleSystem emitterToToggler;

 public bool shutOffAfterTime = false;
 public float timeToPlay = 5f;

 private bool keepChecking = false;
 float timeCountdown = 0f;

 public void Start()
 {
     emitterToToggler.enableEmission = startsOn;
 }

 // Use this for initialization
 void OnClick ()
 { 
     emitterToToggler.enableEmission = !emitterToToggler.enableEmission;    
     if (shutOffAfterTime) {
         if (emitterToToggler.enableEmission == false) {
             keepChecking = false;
         } else {
             if (keepChecking) {
                 timeCountdown = timeToPlay;
             } else {
                 keepChecking = true;
                 StartCoroutine(checkForKillin());
             }
         }
     }
 }

 IEnumerator checkForKillin()
 {
     float timeInterval = 0.1f;
     timeCountdown = timeToPlay;
     while (keepChecking) {
         if (timeCountdown <= 0) {
             keepChecking = false;
             emitterToToggler.enableEmission = false;
         }
         timeCountdown -= timeInterval;
         yield return new WaitForSeconds(timeInterval);
     }
 }


}

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image NapsTeam · Nov 29, 2015 at 08:39 PM 0
Share

Hi, did you solve this issue ? I am actually compiling on windows phone 8 and enableEmission always stays to true even when set to false.

Thanks

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

ParticleSystem Rate over Distance doesn't work until poked 1 Answer

Using Shuriken particles with HDRP on 1 Answer

Shuriken behaves differently after upgrading to 5.2.2 0 Answers

How can I apply gravity to each particle within a 'Gravity Zone' region? 0 Answers

Particle System does not render when in built game 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges