When you have a particle system as part of a sequence A, the particle system will update at an accelerated rate if you place multiple tracks of sequence A inside another sequence B.
This is ONLY visible at runtime, behaviour appears as expected in Sequence Editor and Room Editor.
This affects a particle's travel distance, lifetime, emit delay, and more, causing particles to spawn and move faster and die sooner. The effect is increased with more tracks - e.g. if you have four tracks of A inside B, the particles in all tracks of A will update 4x as fast.
This only affects matching tracks running concurrently - e.g. if you put the same particle system inside another sequence N, then place one track of N in B, all A tracks will still update 4x fast and N will update normally.
Bug_Submission.zip
Expected Change
Particle systems should emit and update at the expected rate
Steps To Reproduce
Start GameMaker, open a new blank project.
Create a particle system ParticleSystem1
Create a sequence Sequence1 and place ParticleSystem1 in it.
Create a sequence Sequence2 and place Sequence1 in it, twice. (Adjust the location of one of them for better visibility)
Place Sequence1 and Sequence2 in a blank room. Play the game.
See the issue - Sequence1 particles play as expected, but Sequence2 particles play at twice the speed
How reliably can you recreate this issue using your steps above?
Always
Which version of GameMaker are you reporting this issue for?
Description
When you have a particle system as part of a sequence A, the particle system will update at an accelerated rate if you place multiple tracks of sequence A inside another sequence B. This is ONLY visible at runtime, behaviour appears as expected in Sequence Editor and Room Editor. This affects a particle's travel distance, lifetime, emit delay, and more, causing particles to spawn and move faster and die sooner. The effect is increased with more tracks - e.g. if you have four tracks of A inside B, the particles in all tracks of A will update 4x as fast. This only affects matching tracks running concurrently - e.g. if you put the same particle system inside another sequence N, then place one track of N in B, all A tracks will still update 4x fast and N will update normally. Bug_Submission.zip
Expected Change
Particle systems should emit and update at the expected rate
Steps To Reproduce
How reliably can you recreate this issue using your steps above?
Always
Which version of GameMaker are you reporting this issue for?
2024.4.1 (Monthly)
Which platform(s) are you seeing the problem on?
Windows
Contact Us Package Attached?
Sample Project Added?