So i’ve been using Unity long enough to know how to script my way out of the issue by running before the system plays:
ParticleSystem[] systems = gameObject.GetComponentsInChildren<ParticleSystem>();
foreach(ParticleSystem sys in systems) sys.randomSeed = (uint)Random.Range(0, int.MaxValue);
BUT this shouldn’t be necessary, as Particle Systems should pick a random seed upon being instantiated, right? Setting the PSys prefab to “Play on Awake” makes it simulate exactly the same way over and over, seeming extremely repetitive.
In the editor the system generates different outcomes at every simulation, as intended.
Is this a bug? Or do i really need to iterate through every particle system, including children, to get a new simulation for each instantiated system?
Example: http://f.thorbrigsted.com/tCadb.mp4