# Particle Effects Emit/Animate while Time.timescale = 0

**URL:** https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159
**Category:** Scripting
**Tags:** Scripting
**Created:** [April 19, 2012, 11:44pm UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159 "2012-04-19T23:44:18Z")
**Posts on this page:** 8
**Page:** 1

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### Author: ![Ben-BearFish](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/ben-bearfish/32/523613_2.png) [@Ben-BearFish](https://discussions.unity.com/u/Ben-BearFish)
#### Post date: [April 19, 2012, 11:44pm UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159/1 "2012-04-19T23:44:18Z")

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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](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.

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### Author: ![ericksson](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/ericksson/32/529514_2.png) [@ericksson](https://discussions.unity.com/u/ericksson)
#### Post date: [April 26, 2012, 7:42pm UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159/2 "2012-04-26T19:42:27Z")

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

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### Author: ![bigmisterb](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/bigmisterb/32/406611_2.png) [@bigmisterb](https://discussions.unity.com/u/bigmisterb)
#### Post date: [April 26, 2012, 9:37pm UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159/3 "2012-04-26T21:37:15Z")

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> [@ericksson](#):
>
> 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.

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### Author: ![ericksson](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/ericksson/32/529514_2.png) [@ericksson](https://discussions.unity.com/u/ericksson)
#### Post date: [April 26, 2012, 10:26pm UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159/4 "2012-04-26T22:26:22Z")

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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.

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### Author: ![Ben-BearFish](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/ben-bearfish/32/523613_2.png) [@Ben-BearFish](https://discussions.unity.com/u/Ben-BearFish)
#### Post date: [May 1, 2012, 7:42pm UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159/5 "2012-05-01T19:42:59Z")

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> [@bigmisterb](#):
>
> This would not be true.
> 
> A rewrite of OS Particle System using updates instead of yield would achieve this.

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

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### Author: ![ivomarel](https://avatars.discourse-cdn.com/v4/letter/i/65b543/32.png) [@ivomarel](https://discussions.unity.com/u/ivomarel)
#### Post date: [March 10, 2014, 11:18pm UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159/6 "2014-03-10T23:18:04Z")

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

```auto
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;
		}
}

```

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<div class="post-metadata">

### Author: ![PAHeartBeat](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/paheartbeat/32/263897_2.png) [@PAHeartBeat](https://discussions.unity.com/u/PAHeartBeat)
#### Post date: [January 6, 2015, 9:15am UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159/7 "2015-01-06T09:15:20Z")

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

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<div class="post-metadata">

### Author: ![PAHeartBeat](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/paheartbeat/32/263897_2.png) [@PAHeartBeat](https://discussions.unity.com/u/PAHeartBeat)
#### Post date: [January 6, 2015, 10:24am UTC](https://discussions.unity.com/t/particle-effects-emit-animate-while-time-timescale-0/474159/8 "2015-01-06T10:24:53Z")

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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](http://forum.unity3d.com/threads/get-particles-to-emit-animate-when-time-timescale-0.128922/#post-1909812))
