Restart SKEmitterNode without removing particles
<p>I have a particle effect for a muzzle flare set up. What I'm currently using is a low numParticlesToEmit to limit the emitter to a short burst, and doing resetSimulation() on the emitter whenever I want to start a new burst of particles. </p>

<p>The problem I'm having is that resetSimulation() removes all particles onscreen, and I often need to create a new burst of particles before the previous particles disappear normally so they get erased early. </p>

<p>Is there a clean way start up the emitter again without erasing the particles already onscreen?</p>