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…
???

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.