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.

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