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Using Emit() emits on wrong position #387

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@matthew0313

I have a overlay canvas, a UIParticle component (created via Create -> UI -> Particle System and nothing except the particle system edited). When i call Emit(count) on the particle system, it creates the particle at the wrong position. It emits correctly when i just play the particle system.

edit: same problem happens when you use bursts

edit: It seems switching to UIParticle.Play() instead of ParticleSystem.Play() fixes the issue, sorry for the trouble

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