cocos2d-x 3.10 ParticleBatchNode and ParticleSystemQuads

I am using cocos2d-x version 3.10. Earlier I used version 3.2.

I’m just wondering whether there is a bug in ParticleBatchNode class as many times there are some remains on the screen of my particle system after calling ParticleSystemQuad’s stopSystem() function. In version 3.2 I did not notice this feature.

I have an infinitely running particle system that I activate using resetSystem() call when I want to “throw some dirt” in my side-scroller game and stop using stopSystem() when there is no need for more dirt. I have four ParticleSystemQuads added to the same batch which I use in a row to let the each particle system clean the particles nicely after calling stopSystem() function.

If I do not add the ParticleSystemQuad instances to the ParticleBatchNode instance everything works nicely. In order to gain the highest performance with particles I would like to add the ParticleSystemQuad instances to ParticleBatchNode.

This occurs at least in Windows and Windows Phone environments.

Is this a bug in ParticleBatchNode or ParticleSystemQuad class or is there a more appropriate way to do this?

This might help:

Don’t use ParticleBatchNode, probably the best choice, not worth your while.

Yes, I also thought to skip using ParticleBatchNode.

Thank you for confirming this that there is no need to do manual batching.