Sub emitters not spawning sometimes

I have observed a strange issue when spawning sub emitters: Sometimes they get randomly not spawned.

You create a parent emitter that does nothing but spawning sub emitters at constant speed.
The sub emitter just creates a burst of particles.

Instead of seing particles spawned constantly, there are gaps inbetween for some reason.

Parent Emitter:

Sub Emitter:

Your GIF doesn’t show enough crucial info for us to understand your issue. For better demonstration, assign a random gradient start color of the spawning emitter and use “inherit color” in the sub emitter spawning condition.

Regarding your question, “emission rate over time” means how many particles evenly emitted per second (if time scale is the default “1”). In this case 4 particles per second which means 1 (spawning) particle per 0.25 second. Because the start lifetime of your sub emitter particles is 0.2 second, there is a 50 millisecond gap between death of the previous sub particles and emission of next batch of sub particles which of course is noticeable.

there is a 50ms gap, but I think the 2.50 duration is causing a hiccup in the pattern

also double check in play mode rather than editor

Ok i now changed to inherit a gradient color. Also i changed the lifetime of the subparticles to 0.3 seconds. So When parent emitter spawns them evenly every 0.25 seconds, you should be seing something all the time. But in the gif you can clearly see some gaps:

@Torbach : No in the first gif there were gaps that were far longer then 50 ms. The parent duration doesn’t have any effect on it, even if i put something like 100 i get the same behavior. And yes ingame as well as in the editor.

Btw. The version i’m using is 5.5.1f1

TBH, even without sub emitter, by setting the start lifetime of the spawning emitter to 0.25s, the result is still slightly inaccurate (when you change the playback speed to very low like >=0.1). Sub emitter simply accumulates the inaccuracy to even more noticeable level. But the ultimate question is, why does it bother you? If the accuracy of particle system behavior is determinant to your game mechanic then this is something I would dissuade. Particle System in particular should always only serve as clue (and visual spectacle) to the player, not your game system.

No, it’s not about inaccuracy, it is not like you have 1 frame where a particle is missing or something, in this example some of the sub particle emitters are completely skipped, so you have a 0.25 gap at least of something missing because a sub particle system wasn’t spawned at all in that example. I just chose this simple example to easily visualize the issue i observed over a longer time using the particle system.

It isn’t a single particle that is missing but a whole emitter. It does looks very awkward if a whole emitter that is responsible of generating a lot of particles is missing for some reason.