Particle System with Texture Sheet Animation not Playing on Awake - 2017.2.0f3

I have a simple particle system that is using a texture sheet animation that works perfectly when looped and set to play on awake.

However, if I disable looping and try to get it to just play on awake, nothing ever happens. This occurs even if I then try to invoke either the Emit() or Play() methods on the particle system component.

A simple particle system without a texture sheet animation works just fine as expected.

Is there something unique that must be done for texture sheet animations in a particle system to play properly on awake without loop?

Thanks!

Note - I’ve read that there were some issues with texture sheet animations with 2017.1 when bringing in as part of a Prefab. Just for fun, I created a new particle system on an empty game object and whipped up a quick texture sheet animation. It now plays on Awake as expected, but loops continuously even though I don’t have “Looping” checked.

Note that I also had to change the Emission settings as follows… Without doing this, nothing every plays on awake…

Not sure what keeps it looping though…

???

3275550--253244--Screen Shot 2017-11-03 at 11.41.57 AM.png

OK - figured out how to work around this, so I suppose you could call it pilot error, but it’s odd that I’d have to go through this much trouble.

This link revealed that I should intentionally limit the range on my texture sheet animation frames to keep it from repeating back to the first element and ultimately looping…

Then this link revealed that I should mess around with the emission rate as I had indicated in my previous post…

All seems to work ok now after wasting about 8 hours…

Good times.