ParticleSystem.time is always at 0

Hi,
So i’m making a C# script and i want to use the ParticleSystem.time to read a curve.
I get my PS with a GetComponent and when i Debug.Log(ParticleSystem.time) it’s always 0 no matter if i’m in play or editor, if the particle system is running or not.

I don’t know if it is intended and if there is a way to get this, so i anyone have a clue it would be very helping.

Have a good day.

Check your work over, sounds like you have a bug.

Works fine for me:

using UnityEngine;

[RequireComponent( typeof(ParticleSystem))]
public class PSTime : MonoBehaviour
{
    void Update()
    {
        var ps = GetComponent<ParticleSystem>();
        Debug.Log( "-> " + ps.time);
    }
}
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