The .time property only affects the emitter time. It does nothing to affect already existing particles. the way this can be used is if you have curves set up for start energy, start speed etc, then you can control the time of the emitter.
If you want to affect already emitted particles you have to use Simulate(). Unfortunately there is a bug that makes this quite broken, but if you Stop(), Clear() and Simulate(time) on every update, you should get something. This is fixed and is to be released in a future version. Additionally, this operation will be much faster than it currently is in most cases.
Was this ever fixed. I am trying to manually simulate the Shuriken softsnow particlesystem in the update loop using stop,clear and Simulate(t)
where t counts slowly = .01, .02,.03…
All I see is the snow jumping around randomly instead of falling slowly every frame.
It works well. But it begins to fail reaching a mystery time (for me it is after ~4.7s). The Simulate function seems to go to the same result for every time after that limit.
Is this a bug ? (or maybe I am doing something wrong).
What gamgie said works perfectly. On a few extra condition.
Simulation speed is set to 1. (It hasn’t seemed to work with anything else, but there might be a fix I haven’t found/seen)
Particlesystem has to be stopped before setting a seed. (Always!)
particleSystem.time only give the current time of how far it is in the loop.
For a full rewind you need something to check how many cycles it have gone through.
And then multiply that with particleSystem.duration.