Quick answer: Set the particle system's simulation speed and use unscaled time where it should run during pause, while leaving gameplay particles on scaled time.

Time scale affecting particles unexpectedly is the default scaled time. Choosing the time source fixes it. Here is how.

How to fix it

1. Use unscaled time for UI particles

Particle systems that should run during pause (menu effects, UI) need to use unscaled time. Set the system to ignore time scale so it continues when the game pauses or slows.

2. Keep gameplay particles on scaled time

Gameplay particles should slow and freeze with the game, so leave them on scaled time. Mixing this up makes gameplay effects run during pause or UI effects freeze when they should not.

3. Control the simulation speed

Use the particle system's simulation speed multiplier to fine-tune how time scale or your own slow-motion affects it, so effects respond to slow motion the way you intend rather than just freezing.

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.