Hello,
I am having a little trouble with pausing a scene where there are SCNNodes present that have SCNParticleSystems attached.
The way I pause the scene is by setting the isPaused attribute to true. Then for resuming the game, I set it to false again and the scene resumes where it left off. This works as long as there are no SCNNodes with SCNParticleSystems attached.
As soon as I add just one SCNNode with an SCNParticleSystem, the scene is paused by setting isPaused to true, however, it seems to be rendering the scene in the background, since as soon as I reset the isPaused attribute to false, the scene does not resume from the paused location but jumps to the extrapolated scene's state.
I hope I am clear enough.
Thanks for the help.