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:
| Additive | Obj Color | Uniform Color | Blending | Solid Alpha | Blending Alpha |
|---|---|---|---|---|---|
| No | No | No | Either | - | |
| No | No | Yes | No | - | |
| No | No | Yes | No | - | |
| No | Yes | No | No | - | |
| No | Yes | No | Yes | - | |
| Either | No | Yes | Yes | - | |
| Yes | Yes | No | No | ||
| Yes | Yes | No | Yes | - | |
| Yes | No | No | Either | - | |
| Yes | No | Yes | No |
Notes:
is the initial alpha, equal to: is the final alpha, equal to: is the alpha (opacity) of the base color channel. - The detail color channel's opacity is not used by particles.
- Use Obj Color replaces
with in all calculations. 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:
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
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
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
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