Particle Effects Emit/Animate while Time.timescale = 0

I was wondering if anyone wrote any script or had an idea on how get Particle Effects to Emit/Animate while the Time.timescale = 0, so that Particle Effects can Emit/Animate on a Pause/Win screen?

I saw this script:
http://www.unifycommunity.com/wiki/index.php?title=Open_Source_Particle_System

But the problem with the way the Open Source Particle System works is that they use:

yield return WaitForSeconds,
which on Pause, or Time.timescale = 0, does not run.

So I was wondering if anyone else came up with a similar situation? This kind of seems like an oversight on Unity’s part, but maybe I’m missing something. Thank you.

Use the new Shuriken particle system in Unity 3.5. It works even when timescale is set to 0.

This would not be true.

A rewrite of OS Particle System using updates instead of yield would achieve this.

I think you’re right. I only tried setting Timescale to 0 in the Time Settings and particles were emitting, only a bit more faster. If you set timeScale from script after you go to Play mode, particles stop emitting.

When you say “using updates instead of yield”, what do you mean exactly? Thanks.

Old post, but here’s the answer. Add this script (RealTimeParticleSystem.cs) to your particle system.

using UnityEngine;
using System.Collections;

public class RealTimeParticleSystem : MonoBehaviour
{
		private float lastTime;
		private ParticleSystem ps;
		
		private void Awake ()
		{
				ps = GetComponent<ParticleSystem> ();
		}
	
		void Start ()
		{
				lastTime = Time.realtimeSinceStartup;
		}
	
		void Update ()
		{
				float deltaTime = Time.realtimeSinceStartup - lastTime;
				ps.Simulate (deltaTime, true, false);
				lastTime = Time.realtimeSinceStartup;
		}
}

Not working in Unity 4.6.0f3. some how simulate mathod not working

Hi friends I have posted new working code for in this [post](http:// Get Particles to Emit/Animate When Time.timescale = 0. - Unity Engine - Unity Discussions)