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I need certain particle systems to play all the time while I am editing a scene, as opposed to playing only when they are selected. How should this be achieved?
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Sorry, but this isn't possible with the buildin particle system! How do you know it isn't possible?
Feb 18 '11 at 07:01 PM
Aubrey Falconer
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there is only one way to execute your own scripts in edit mode for your object. you should add ExecuteInEditMode attribute to your script, but unfortunately nothing can not be done for particle systems. i don't know they might be executed in edit mode when you have a script with this attribute attached or at least a script with this attribute that calls particle related stuff. Nope, they're unfortunately not. This seems like such a simple issue, I'm honestly surprised no one has an answer.
Mar 14 '11 at 04:43 PM
Aubrey Falconer
Well, I'm honestly suprprised that two right answers and some good suggestions what you might want to try is not enough for you...
Mar 31 '11 at 11:31 AM
Jake L.
Jake - I didn't mean that as a denigration of everyone's suggestions, but rather as genuine surprise that such a seemingly straightforward issue doesn't have a simple solution. I have tried all the suggestions, and none of them work - but I am also not absolutely convinced that this is impossible. If anyone has other suggestions, I am most interested
May 27 '11 at 03:40 PM
Aubrey Falconer
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It's not possible because the built-in script for particle systems is apperently written in a way where it will execute in edit mode if it's selected. Since you cannot change how the script works, you cannot change that. You can also not 'fake' it being selected. What you say about Update() only being called on selected objects is nonsense. Update is called, if I remember correctly, when focus is on the scene-view every frame and every event, and when focus is on an other window every repaint and every event.
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After a bit more experimentation, it appears the the Unity Editor doesn't even call Update() on objects unless they are selected. It looks ridiculous to have all the particle systems in my scene paused - especially when ParticleEmitter.Simulate() is broken and the systems don't even get a chance to warm up...
I think the Unity Editor calls Update when it's about to draw a new frame, such as when something changed in the scene.