# Emitter Releasing OnDestroy()

**URL:** <https://qa.fmod.com/t/emitter-releasing-ondestroy/23770>\
**Category:** Unity\
**Created:** [December 5, 2025, 12:59pm UTC](https://qa.fmod.com/t/emitter-releasing-ondestroy/23770 "2025-12-05T12:59:45Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [December 15, 2025, 2:43am UTC](https://qa.fmod.com/t/emitter-releasing-ondestroy/23770/6 "2025-12-15T02:43:16Z")

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Thank you for the project. I have been able to reproduce the issue.

The missing link was the `Reload Domain` as that was allowing the `activeEmitters` list to hand around after relaunching PIE. A work around is removing the `if (!isQuitting)` check from the `OnDestory()` function in the `StudioEventEmitters.cs`. This will result in all Studio emitters stopping when their object is destroyed however. A task to address this issue has been made and will be included in an upcoming release.

Thank you for brining this to our attention.

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_[View the full topic](https://qa.fmod.com/t/emitter-releasing-ondestroy/23770)._
