Spawn rate can't be 0 with Burst List
I tried to change the spawn rate to 0 with a particle parameter but it won't change to 0 and instead behave like the value is 1. When I use a float constant with 0 as the spawn rate it is the same bug. But when I choose to use no Burst List it works correctly. So there must be a bug in the Burst List behaviour. I also had turned off any LOD settings to make sure LODs are not messing with it.
asked Apr 18 '15 at 11:35 AM in Bug Reports
HI Davision -
I think you are misunderstanding how the Spawn module is meant to work. The Spawn module provides access to two different spawning methods, the typical Spawn method in which there is a set number of sprites generated on each loop of the emitter and the Burst method in which there is a set number of particles released all at once at a particular time on each loop. So, if your Rate is set to a Constant 0, but your Burst List is set to have 1 event at Emitter Time 0.0 of 1 Sprite then the emitter will emit one sprite at time 0.0 on every emitter loop. (Picture below for illustration.)
As another example, if you have a Rate of 20 then every emitter loop your emitter will emit 20 sprites over the course of your emitter's duration. On teh other hand if your rate is zero but you have a Burst event at Time 0.0 of 20 then your emitter will emit 20 particles all at once on each loop at emitter time 0.0.
Ultimately, adjusting Rate OR Burst will not effect the other at all.
answered Apr 28 '15 at 06:22 PM
Lovecraft_K ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here