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Particle System state after Timeline ends control track

Discussion in 'Timeline' started by olejuer, Jul 14, 2020.

  1. olejuer

    olejuer

    Joined:
    Dec 1, 2014
    Posts:
    169
    Hi,

    I have a Timeline that controls a particle system with a control track. This is great for creating the timeline and orchestrating sounds and other FX with the particle system. However, when the timeline finishes, the particle system stops playing.
    I have to use a signal to call ParticleSystem.Play() afterwards, which is a workaround but feels hacky. Isn't there supposed to be an option on the control track to handle the state of the ParticleSystem after the track has finished, like with the Animation track?
     
  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    There isn't an option - the playable controlling the particle assumes that it will only play for the duration of the clip.
     
    olejuer likes this.
  3. SVAFnemesis_

    SVAFnemesis_

    Joined:
    Jul 15, 2020
    Posts:
    12
    hate to be that person but you promised to fix this back in 2018. From all the post I've read, other staffs seem to have no idea why this is even a problem (like they simply questioned why we need to stop a particle system instead of disabling it) and you are the only staff that understand this needs to be fixed. Please don't forget about this bug, we really need this to work.
     
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