If I have more than one particle system active at once in my scene, it seems like the lower the hierarchy you go, the faster they will be emmiting (while not respecting the duration given)
This has been done by duplicating the same particle system (100 particles, 2 sec duration) and just changing the colors, you can see how the loser ones are done faster than the upper ones. This causes problems because I need multiple particles systems to play at the same time in my scene
Is there anything I need to do on my end to make them synchronized ?
@Elliott - any idea here?
I think that is an editor only bug. Might be a small difference in timing when it is group selected.
When you launch the project, it looks fine: https://launch.playcanvas.com/932544?debug=true
Test project here; https://playcanvas.com/editor/scene/932544
Yes that seems to be the problem for the example I gave, at least it makes more sense now.
However I still have issues within the game when I have several emitters in the game going off at different times from an entity that was previously disabled. The ones lower in the hierarchy play at a higher speed.
And what triggers it is not the order in which they are played as switching them up in the hierarchy changes which ones play faster when resetting the scene
I remember that in the past I also had different problems with the order of entities in the hierarchy.
Here I managed to reproduce it, those are the same particle systems, but two of them are activated by button, we can see that they are going faster for some reason
Can you share the project URL please?
Hmm I can’t reproduce the error on that project that you’ve linked (the red and blue being faster than the white one).
Added ticket: https://github.com/playcanvas/engine/issues/2124
I’ve noticed that before ( Windows ), I couldn’t quite spot a pattern as to why though.
Cheers for putting together a demo showing the problem, hopefully it gets fixed soon!
@Martin_Briand is your display more than 60hz?
Yes I am using a 144hz display.
Switching to 60hz does seem to fix the issue in the project I provided