title: How to start and stop children Partical System?
body: <p>Just how the title states, I'm trying to start and stop a "complex" partical system in unity 3D with a timer using Invoke function, basically a fire emission from torches.
  The problem is, I can stop the PS (partical System), but I can't restart it.</p>
  
  <p>I've tried accessing <code>GetComponentsInChildren</code> and tagging the children of the PS with different tags before creating an array off of them.
  As I said before, I can successfuly stop the PS, by tagging the main one and using <code>GetComponent&lt;PartycalSystem&gt;</code> for each object in an array before using the <code>Stop()</code> function. But for some reason I can't restart it the same way, with the <code>Start()</code> function.</p>
  
  
  
  <pre class="lang-c# prettyprint-override"><code>public bool blindmode = false;
  public GameObject[] lightfx;
  public GameObject[] torches;
  
  void Start()
  {
      //getting the reference to the light Objects 
      torches = GameObject.FindGameObjectsWithTag("light");
      lightfx = GameObject.FindGameObjectsWithTag("fx");        
  }
  
  void Update()
  {
      if (blindmode==false)
      {
          Invoke("blindmodeon", 20);
  
      }
      if (blindmode==true)
      {
          Invoke("blindmodeoff", 20);
  
      }
  }
  
  void blindmodeon()
  {
      blindmode = true;
  
      foreach (GameObject torch in torches)
      {
          var fire = torch.GetComponent&lt;Light&gt;();
          fire.enabled = false;
      }
  
      foreach (GameObject fire in lightfx)
      {
          var flame = fire.GetComponent&lt;ParticleSystem&gt;();
          flame.Stop();
      }
  }
  </code></pre>
  
  <p>In this last section of the code, I disable both lights and PS. Since the lights part works perfectly, I'd like you to look at the ParticleSystem only.</p>
  
  <pre class="lang-c# prettyprint-override"><code>void blindmodeoff()
  {
      blindmode = false;
      foreach (GameObject torch in torches)
      {
          var fire = torch.GetComponent&lt;Light&gt;();
          fire.enabled = true;
      }
  
      foreach (GameObject fire in lightfx)
      {
          var flame = fire.GetComponent&lt;ParticleSystem&gt;();
          flame.Play();
          var child1 = transform.GetChild(0).GetComponent&lt;ParticleSystem&gt;();
          child1.Play();
          var child2 = transform.GetChild(1).GetComponent&lt;ParticleSystem&gt;();
          child1.Play();
          var child3 = transform.GetChild(2).GetComponent&lt;ParticleSystem&gt;();
          child1.Play();
          var child4 = transform.GetChild(3).GetComponent&lt;ParticleSystem&gt;();
          child1.Play();
      }
  }
  </code></pre>
  
  <p>This was my last try, which also failed to re-enable the PS. As you can guess from it, the PS has its mother PS and 4 children in it.</p>
  
  <p>The torches spawn with the PS active. The first timer invoked stops the PS successfuly. The second timer is supposed to restart it, creating a loop of On and Off with said timers, but it fails to do so. I've tried many things, including with enabling emissions, but nothing seems to work.
  Thanks in advance!</p>