VisualEffect.Stop() or setting Spawn Rate = 0 causes crash on Android.

Desired effect: Stop spawning and let existing particles die out naturally.
Tried two methods: VisualEffect.Stop() or setting Spawn Rate = 0 via an exposed parameter (or a vary low rate like 0.1f). Both methods failed on Android.
Observed effect: Works fine in editor. On Android (Pixel 2 and 3 tested), the app crashes once all existing particles are gone. (In other works, at some random point in the future. Very rough debugging session.)

2020/09/24 21:01:18.392 10902 10926 Info Unity ******************** Stopping True

After stopping, a few seconds later I get one or more of these:

2020/09/24 21:01:20.692 10902 10955 Warn Adreno-GSL <gsl_ldd_control:549>: ioctl fd 58 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error
2020/09/24 21:01:20.692 10902 10955 Warn Adreno-GSL <log_gpu_snapshot:458>: panel.gpuSnapshotPath is not set.not generating user snapshot

And then these:

2020/09/24 21:01:21.682 10902 10955 Warn Adreno-GSL <gsl_ldd_control:549>: ioctl fd 58 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
2020/09/24 21:01:21.682 10902 10955 Warn Adreno-GSL <log_gpu_snapshot:458>: panel.gpuSnapshotPath is not set.not generating user snapshot

At which point the screen freezes up.

This is such an obvious edge case and common use case, I’m guessing I’m doing something wrong? And if not, what’s the best work-around?

Hello,

Indeed, it seems to be an obvious case and we don’t have report (yet ?) about this issue in VFX.

Are you using the default particles system ? Did you try to switch the blending mode from alpha to additive (it disables the sorting and indirect drawing, it could eventually help us to reduce the scope of this issue) ?

Otherwise, can you submit your repro project through the bug report tool ?

I have the same issue.
And it’s find if I turn alpha to additive.
My VEG version is 10.9.0