Quick answer: Unity VFX Graph component disabled then re-enabled showing the same paused state? Re-enable doesn't reset; explicit ResetSystem call needed.
Disable VFX during gameplay; re-enable; particles spawn at the position they paused, not the current emitter location.
Reset on enable
vfx.enabled = true;
vfx.ResetSystem();Reset clears state. Fresh start.
Or use OnBecameVisible
For visibility-driven disable, OnBecameVisible re-triggers spawn. Cleaner than the enable cycle.
Audit disable/enable patterns
If you disable VFX for performance, the reset is required. Document the pattern.
“Disabling doesn't clear runtime state. Cleared state is opt-in.”
If your VFX paused mid-animation, the reset is the answer. Otherwise the re-enable picks up where it left off.