I would like functionality for Stop() (perhaps a newly named function named StopEmission()) that continues simulation, but simply stops all particle systems from emitting. Your current implementation, from what I can understand, pauses the simulation and renders the systems as paused.
The use case is a UIParticle system (3 unity ParticleSystems) that I'd like to turn off, but have the existing particles continue to live (smoke and sparks off a fuse).
Lovely library, thanks for writing.
I would like functionality for Stop() (perhaps a newly named function named
StopEmission()
) that continues simulation, but simply stops all particle systems from emitting. Your current implementation, from what I can understand, pauses the simulation and renders the systems as paused.The use case is a UIParticle system (3 unity ParticleSystems) that I'd like to turn off, but have the existing particles continue to live (smoke and sparks off a fuse).
Calling UIParticle.Stop() freezes the particles, and setting the game object inactive instantly kills the particles.
Without a method like this, I have to manually keep track of the emission rates of all the subsystems and turn them down to 0 (and back up later).
Thank you for the consideration!