Search Issue Tracker
Fixed in 5.5.0
Votes
0
Found in
5.3.1f1
Issue ID
800868
Regression
No
[IsAlive][isPlaying] Particle systems which finish playing off-screen always return true for IsAlive and isPlaying
Particle systems which stop playing outside the camera's frustum still return true for IsAlive and isPlaying.
Repro steps:
1. Open TestScene from attached project.
2. If it's not already, set the Particle System position in the scene to 0,0,0.
3. Press Play
4. Observe in the console that the particles are returning true for IsAlive and isPlaying.
5. Wait 6 seconds.
6. Observe that even though there are no more active particles, the system is still returning true for IsAlive and isPlaying.
Expected outcome: Particle System to return false once it stops playing.
Notes:
- I've put down the min distance (14) for the particle system to be outside the camera's frustum. If it's not enough, you can increase it in the Checker script attached to the Particle System.
- Not a regression; happens in 5.2.4f1, 5.3.1f1, and 5.4.0b18
- Behavior slightly different in 5.4.0b18: particle count remains > 0 (it drops to 0 in 5.2 and 5.3)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UI Overlay Image gets darker on each Camera when multiple Cameras are used
- Assertion failed on expression: 'scriptedImporterClass == SCRIPTING_NULL error when opening the standalone profiler window
- Disabled assets in Import Unity Package window aren't tracked but count as being selected by user
- [Windows] Crash on GetManagerFromContext when video is playing and creating High Definition 3D Projects after FMOD failed to switch back to normal output Error appeared
- GC Alloc produced when adding items to MultiColumnListView with Auto Assign Binding
Add comment