Quick answer: Call restart() on the GPUParticles2D node to reset its internal time and clear existing particles, then set emitting=true for a fresh one-shot.
One-shot particle effects in Godot keep an internal simulation phase, so re-enabling emitting does not rewind it. The restart() method resets that clock and clears stale particles. Here is how.
How to fix it
1. Call restart()
Use particles.restart() to reset the node's internal time to zero and discard any currently alive particles, which is what actually replays a one-shot burst.
2. Set one_shot correctly
For a single burst enable One Shot in the inspector; then each trigger is just restart(). For continuous effects leave One Shot off and toggle emitting.
3. Avoid relying on emitting toggle
Setting emitting = false then true does not rewind the phase, so a finished one-shot stays finished. Always pair the toggle with restart() for a clean replay.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.