Quick answer: Raise Max Particles to at least emission rate multiplied by start lifetime, or lower the rate or lifetime so the steady-state count fits under the cap.

Max Particles is a hard ceiling on simultaneously alive particles. If rate times lifetime exceeds it, the effect thins out unexpectedly. Sizing the cap to the steady state fixes it. Here is how.

How to fix it

1. Compute the steady state

Alive particles settle near rate over time multiplied by start lifetime. If that product exceeds Max Particles, the system caps out and stops emitting until particles expire.

2. Raise Max Particles

Set Max Particles a bit above the computed steady state so the system never hits the ceiling during normal play, leaving headroom for bursts.

3. Or reduce rate or lifetime

If you want to stay within a memory budget, lower the emission rate or shorten Start Lifetime instead, which reduces the steady-state count proportionally.

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 Unity 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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.