This only happens on web version when using Node Pool. When I reuse the node (with the particle system component) I get some lagged particles in the previous desactivated position (desactivated by NodePool).
The video showing the problem: https://youtu.be/319Zb-T8uRg
in update:
It’s a bug or I’m doing something wrong? there is another “secure” way to check if the particle “animation” is finished?
it would be useful to have a callback when the particle animation is finished
if there is something like startEmitting() and stopEmitting() without killing previous particles would be great, it will save me having to create a group of particles.
Hi XAEA!
It’s exactly what I do, but, in web version I get one or two frames of rendering old particles of the last time the node (with particlesystem) was used. The node changes it’s position, so the old particles are noticeable
I will explain the situation:
The smoke must show when player is landing after a jump.
// The smokeprefab script
onEnable () : void
{
cc.log ("onEnable");
this.particleSystem.resetSystem();
}
onDisable() : void
{
this.particleSystem.stopSystem();
cc.log ("onDisable");
}
update (dt: number) : void
{
if ((this.timeCounter += dt) > this.intervalCheck)
{
if (this.particleSystem.particleCount === 0)
{
// If there is no more particles, put the node in the NodePool
this.cMain.footSmokePool.put (this.node);
}
this.timeCounter = 0;
}
}
I think i’ve found another bug on particle system,
When Positiontype=FREE, in the HTML5 version has a different behavior than the native version.
In web version takes this position relative to it’s parent node, but in native (or simulator) takes world position.