ParticleFX bug (DEF-2434) (SOLVED)

Hi.
Seems like a bug has entered since the last updates with callbacks.
Try the following script on a gameobject that hosts 2 looping particle components (#fx_1 and #fx_2)
After a second, BOTH of them are stopped. :frowning:

function init(self)
    particlefx.play("#fx_1")
    particlefx.play("#fx_2")
    self.timer = 1
end

function update(self, dt)
    self.timer = self.timer - dt
    if self.timer < 0 then
    	particlefx.stop("#fx_1")
    end
end

There is no way of stopping only one component right now :frowning:

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I know you have a lot on your plate right now guys, but have anyone taken a look at this? Maybe add a ticket?
I got a bug project if you need. (With the above code)

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I think this might have been missed. Pinging @Sara to make sure it’s taken into consideration when prioritizing the backlog.

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I’ll create a ticket first thing tomorrow morning!

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Reproduced and created a ticket: DEF-2434

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Solved in Defold 1.2.120

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