# isPlaying

> Determines whether the Particle System is playing.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

```csharp
public bool isPlaying { get; }
```

### Remarks

[ParticleSystem.isPlaying](/engine/6000.6/script-reference/unityengine/particlesystem/isplaying.md) is `true` from when the Particle System begins to play until its last live particle dies. [ParticleSystem.isPlaying](/engine/6000.6/script-reference/unityengine/particlesystem/isplaying.md) is `false` when the Particle System is no longer spawning particles and is not simulating any live particles. (Read Only).

### Examples

```csharp
using UnityEngine;

// A particle sprite example of isPlaying. A button is created
// that shows whether the Particle System is running.  If not, then
// it can be started.  If it is running then it can be stopped.

using UnityEngine;

[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    public Texture2D tex;
    private ParticleSystem ps;
    private Sprite sprite;

    void Start()
    {
        ps = GetComponent<ParticleSystem>();
        sprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), Vector2.zero);

        var textureSheetAnimation = ps.textureSheetAnimation;
        textureSheetAnimation.enabled = true;
        textureSheetAnimation.mode = ParticleSystemAnimationMode.Sprites;
        textureSheetAnimation.AddSprite(sprite);
    }

    void OnGUI()
    {
        if (ps.isPlaying)
        {
            if (GUI.Button(new Rect(10, 70, 150, 50), "Stop and clear"))
            {
                ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
            }
        }
        else
        {
            if (GUI.Button(new Rect(10, 70, 150, 50), "Play"))
            {
                ps.Play(false);
            }
        }
    }
}
```
