Particles account for Lifetime when TimeScale is at 0

Hi!

I’m currently working on a system to freeze and unfreeze particles. However, I’ve stumbled into a problem regarding Lifetime and TimeScale.

Here’s a video regarding the issue at hand:

As you can see, the particle move nicely. I set the TimeScale property to 0 which freezes the particles. I wait roughly 3-4 seconds (in the video) and then reset the TimeScale back to the original value. And surprise, surprise, all the frozen particles disappear.

I’m positive this has to do with the TimeScale and Lifetime properties sort of ‘clashing’ and I have literally no clue on how I could wobble my mind around this.

Any help regarding this issue would be greatly appreciated, thank you! :slight_smile:

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This is not a scripting related issue, please use a different category.

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Apologies for the lack of information, but I’m changing the Lifetime property and TimeScale property via a script. I used studio as a method to showcase the issue at hand.

To be more direct, I use a bar to change the Lifetime and TimeScale as such:

local inverseSpeed = (1 / speed)

particleEmitter.TimeScale = inverseSpeed
particleEmitter.Lifetime = NumberRange.new(particleEmitter:GetAttribute("OriginalLifetime") * inverseSpeed)

Have you tried not changing the Lifetime of the Particle Emitter?

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The same issue is present unfortunately. I’ll update this thread if I find a solution. Thanks for the reply though!

This must be an engine bug, they mustve changed some behaviour with particles and now this stuff starts messing up. i didnt have these issues before

unfortunately, i cant make engine bug posts :slight_smile:

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Trying to revive this topic, running into the same issue with my game’s timestop system.

It would be extremely helpful if anyone reading this would provide a solution for this issue.

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Hi, I currently can’t reproduce the issue as it seems to be fixed? I’d be happy to help you privately, or you can create a new thread

I’m so sorry, I was looking into ways for freezing vfx and I made the mistake of not testing out this issue myself when looking into the timescale properties of ParticleEmitters. Upon testing this in studio, I figured out that this is indeed fixed.

So sorry for that misunderstanding, that’s completely my fault!

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