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Particles ​

Toggling off or unloading a Particle Object does not clear particles in normal mode ​

Version: 2.208
Date: 31/01/2026

Description ​

In editor, toggling off or unloading a Particle Object disables and clears all particles created by it.
In playtesting, the particles are not cleared and become separate from the particle object - any changes to the main object no longer affect the disconnected particles which continue to linger until they despawn.
This can cause lag by duplicating particle emitters.

Particles with Duration -1 may lose Animate on Trigger randomly ​

Version: 2.207
Date: 18/12/2025

Description ​

Particles with infinite (-1) Duration can lose both animate settings on when loading the editor.

Particles with long lifespans linger after a level restart if Quick Start is selected ​

Version: 2.207
Date: 18/12/2025

Description ​

Particles are not properly cleared when the level restarts if using the Quick Start option.

Uniform Color particles spawned by Spawn Particle are not uniform ​

Version: 2.207
Date: 18/12/2025

Description ​

A particle with the Uniform Color option that is spawned will use the color channel value at the time of spawning instead of syncing with the color channel continuously.

Weird transparency on particle objects ​

Version: 2.207
Date: 18/12/2025

Description ​

Particle objects calculate transparency inconsistently depending on what settings you select, as shown in the following table:

AdditiveObj ColorUniform ColorBlendingSolid AlphaBlending Alpha
NoNoNoEither(start⋅(1−t)+end⋅t))⋅base-
NoNoYesNo(start⋅(1−t)+end⋅t)⋅base-
NoNoYesNo(start⋅(1−t)+end⋅t)⋅base-
NoYesNoNo(base⋅(1−t)+end⋅t)⋅base-
NoYesNoYes-(base2⋅(1−t)+end⋅t)⋅base2
EitherNoYesYes-(start⋅(1−t)+end⋅t)⋅base2
YesYesNoNo(base⋅(1−t)+end⋅t)⋅base((1−base)⋅(1−t)+(1−end)⋅t)⋅base
YesYesNoYes-(base⋅(1−t)+end⋅t)⋅base2
YesNoNoEither-(start⋅(1−t)+end⋅t)⋅base2
YesNoYesNo(start⋅(1−t)+end⋅t)⋅base((1−start)⋅(1−t)+(1−end)⋅t)⋅base

Notes:

  • start is the initial alpha, equal to: Start_A+Start_A_Rand
  • end is the final alpha, equal to: End_A+End_A_Rand
  • base is the alpha (opacity) of the base color channel.
    • The detail color channel's opacity is not used by particles.
    • Use Obj Color replaces start with base in all calculations.
    • base is applied multiple times in some equations.
  • For a particle to count as blending either the base or detail color must be blending.
    • If Use Obj Color or Uniform Obj Color are used with Additive but neither color channels blend, then the particle renders as both normal and additive.
  • The resulting color for one particle is equal to: BG_RGB∗(1−Solid_Alpha)+Particle_RGB∗(Solid_Alpha+Blending_Alpha)

Some Particle Objects can end up having erratic spin ​

Version: 2.207
Date: 18/12/2025
Level ID: 114681413

Description ​

Particle objects can get bugged and end up having very erratic movement.

Video ​

https://youtu.be/5zb-JCvD5JY

Particle sometimes fail to spawn when near the particle limit ​

Version: 2.207
Date: 18/12/2025

Description ​

The first particle in a particle loop will fail to spawn if the particle limit has been hit already.

This usually happens if Emission⋅Lifetime=MaxParticles

Spawn Particle Position Group ID is tied to game FPS ​

Version: 2.207
Date: 18/12/2025
Level ID: 114953438

Description ​

The spawn position of particles with Spawn Particle is the position of the group at the last rendered frame, instead of the current position.
This can cause particles to spawn in the wrong position when dealing with high speed or instant movement when the game runs below 240 fps.
The bug only happens while playtesting and not in the editor.

Video ​

Video: 200, 300, 60 and 120 fps
Video: 120 fps vsync, mobile

Spawn Particle fails to spawn on inactive targets ​

Version: 2.207
Date: 18/12/2025

Description ​

Spawn Particle will not spawn if the target is inactive (position is off-screen).
This only happens while playtesting and not in the editor.
If the object was active on screen at least once before, the particle will spawn at its previous on-screen position.

Suggestions ​

While this might be intentional for performance reasons, there should be an option to allow the particle to spawn regardless of whether the target is active or not.

Workarounds ​

Link Visible can keep the target active as a potential workaround to this issue.

Video ​

https://youtu.be/Co1UDLP2Ahk

Particles ignore Skew X/Y when spawning ​

Version: 2.208
Date: 19/01/2026

Description ​

If a particle spawns after an object is warped / scaled, it will ignore skew Y value and only scale and rotate on X/Y

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