Quick answer: Add the child system to the Sub Emitters module with the Death trigger, ensure the child is a real sub-emitter child object, and check Inherit settings.
Sub-emitters fire only for the trigger type you configure. A death effect needs the Death trigger and a properly referenced child system. Here is how.
How to fix it
1. Add the child with Death trigger
In the Sub Emitters module add an entry, set its type to Death, and assign the child particle system. Without a Death entry the child never spawns when parents expire.
2. Make it a proper sub-emitter
The child should be a child GameObject the module references, not an independent system playing on its own. Unity drives sub-emitters; do not also call Play on the child.
3. Tune inheritance and probability
Set the Inherit options (color, size, rotation) so the burst matches the parent, and ensure Emit Probability is not zero, which would suppress the death spawn.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.