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Can you make it so when you stop a particle emitter, the particles don't disappear?

  • Hi Ralph! 

    That makes sense. I'll definitely pass it on to the team as a feature request! 

    In the meantime, here are some possible workarounds:

    1. You can create two particle systems: one where the particle system infinitely loops, and a second one where the particle system has the instant spawn checkbox sets such that the particles disappears over time. You can play the latter particle system and disable the first when you want your effect to ends. 

    2. Because the particle system is material based, we can create a couple of them without it being too expensive. Take a look at these two examples for how you can use this to create world space like particle systems:


    I'm glad we can continue to improve Lens Studio! 



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  • Hi! It's still not possible to stop a particle system but leave alive the already emitted ones?

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  • I think you can do this by using a custom variable to your particle VFX graph which controls the spawn rate.  Set it to zero when you want to stop new particles spawning then stop the particle system later when everything has faded away.
    (This is how we do it in Unity sometimes, I'm not certain that the spawn rate can be controlled in LensStudio VFX though... if it isn't then it might be possible to control something else that makes the 'new' particles invisible e.g. size = 0, or alpha = 1)

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  • Thanks Pete!
    It worked making a transition to the spawn rate. It´s not exactly leaving alive the already emitted ones, but it worked anyway.

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