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Question by aqsanadeem82 · Nov 23, 2020 at 05:17 AM · unity 5particlesparticlesystemparticle systemparticleeffect

How to prevent particle system from restarting when value changes from script?

Whenever I change my particle system values from the script during runtime the particle system starts from scratch but I don't want it to restart I want it to continue from where its values are changed.

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avatar image ifurkend · Nov 23, 2020 at 05:56 AM 0
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Which value do you change via script?

avatar image aqsanadeem82 ifurkend · Nov 23, 2020 at 07:05 AM 0
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$$anonymous$$ultiple values, such as speed, render mode, color over a lifetime, rate over time, the trail here is what I am doing, I am moving still stars via code on button click the start moving with the trail, I want the still stars to move not to disappear, here is what I am doing. Link

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Answer by ifurkend · Nov 23, 2020 at 10:06 AM

You cannot modify the "System" and expect it to affect the "Particles" which have already been emitted. Instead you need to get and set each particle individually in a loop:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MoveParticle : MonoBehaviour
 {
     public ParticleSystem _ps;
     ParticleSystem.MainModule _ps_main;
     ParticleSystem.Particle[] _p;
     public float _speed = 5f;
     int numParticlesAlive;
     
     void Awake()
     {
         _ps = this.GetComponent<ParticleSystem>();
         _ps_main = _ps.main;
         _p = new ParticleSystem.Particle[_ps_main.maxParticles];
     }
 
     public void StartParticle()
     {
         numParticlesAlive = _ps.GetParticles(_p);
         for (int i = 0; i < numParticlesAlive; i++)
         {
             _p[i].velocity = new Vector3(0f, 0f, _speed);
         }
         _ps.SetParticles(_p, numParticlesAlive);
     }
 
     public void ResetParticle()
     {
         _ps.Stop();
         _ps.Play();
     }
 }


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