Instantiated Particle System not random

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

On 5.4.0f3 you can set your particle’s random seed through code.
What I did was:

void Awake()
{
       particle.randomSeed = (uint)Random.range(0, 1000);
}

this issue still persists

I’m also seeing this behavior. Did you ever uncover any more information about it?

This is a bug. It’s been reported here: Unity Issue Tracker - Two independent Particle systems appear to be using the exact same seed for randomisation and here http://forum.unity3d.com/threads/two-separate-particlesystems-render-on-the-same-positions.393417/