Hi all,
I’ve faced an issue with the most recent Unity (but haven’t tried prev. releases).
I added a particle system with “Play on awake” disabled. I’ve set it’s scale (the game object) to a small value of 0.02. In the code I move this system to where I need it to be on a specific event, and run Emit(). The problem is that the first emit happens to be unscaled (I get a very large particle). Second and further emits are scaled ok. I use World space simulation to be able to move the system without moving emitted particles.
Looks like a bug? Can anyone verify?
Could you please file a bug report so we can investigate?
Submitted a bug report - Case 982221 (includes test project with bug repro). It’s easy to reproduce:
1 add a particle system
2 set transform scale to 0.1 (or 10 or whatever so it’s visibly different from 1)
3 set simulation space to world
4 unset “play on awake”
5 write some simple script to call this particle systems “.Emit(1)” every second or with any other interval
6 play - observe particles being unscaled; move the particle system while playing via inspector or scene view - all particles suddenly become scaled
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