I have a ParticleSystem set up to not emit anything naturally. In a MonoBehavior on the object the ParticleSystem is attached to I call .Emit(1) on the ParticleSystem several times in a method called via InvokeRepeating().
/// <summary>
/// Removes the topmost droplet from the beaker and scores it
/// </summary>
void ScoreDroplet()
{
// [...]
var EmitParams = new ParticleSystem.EmitParams();
Vector4 color = topColor.getColor();
EmitParams.startColor = Util_CATACLYST.color32FromFloat4(color);
Debug.Log("EMITTING");
dropletParticleSys.Emit(1);
}
// called via InvokeRepeating("ScoreDroplet", 0.1f, 0.1f);```
In this example you can see that the method is only invoked once (`EMITTING` is only logged once), causing one particle to be emitted, but after a delay several more particles are emitted. What is causing this and how do I avoid it?