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I have a enemy character that comes at me and once i kill him he falls and disappears. I created a particle effect that suppose to appear right after he disappears,as if he turns into dust. how would i go about doing this? I tried to create an empty game object and attach the particle system to it which didn't work. Then i tried to attach the particle system to enemy character and i still can't get it to work. Please Help!
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To respond to one of the comments, the Auto-destruct should destroy the gameobject the particle is a component of so it's not really necessary to add the delayed Destroy. If you do add the delayed Destroy, you should destroy the gameObject, not the transform you get back from the Instantiate. So code would become:
But once again, when you check the auto-destruct in the particle animator, you don't need this extra code. I think the useful thing I found in addition to Jaap's response is using: var inst = Instantiate(dieEffectsPrefab...) Destroy(gameObject) Destroy(inst, 3) That Destroy(inst, 3) would destroy the particle effect after 3 seconds so that it had its chance to blow up and then it'd disappear.
Mar 15 '10 at 07:15 AM
duhprey
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This works for me, using ParticleSystem. Code is attached to the object we are destroying: Particle Systems normally destroy themselves, meaning that the timed destroy is normally not necessary. You answer has turned up three times because it was held in a moderation queue, that happens when you have low Karma and have just joined the site. Someone with enough Karma will probably eventually delete the extra answers, but it would save them the effort If you did it :)
Jun 01 '12 at 08:04 AM
whydoidoit
Done, sorry about that. When I tested this, the particle always seemed to remain and replay after its duration ran out, even with loop = false. I didn't see any auto-destroy flag or anything like that in the API either. I'm curious, how do you get them to destroy themselves?
Jun 02 '12 at 06:42 PM
backalleyJack
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