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Question by Mhiln3 · Apr 07, 2016 at 12:40 PM · c#scriptingproblem

enable/disbale particle system in 5.3.2

Hey all! So I have been after this for an hour now and I've tried using the Unity API but for some reason that doesn't work. Just trying to get my particle system to turn on when an enemy enters my trigger.

using UnityEngine; using System.Collections;

public class Turret2ai : MonoBehaviour { public float rotSpeed; public float spawnWait; public bool doneWaiting; public ParticleSystem fire;

 // Use this for initialization
 void Start()
 {
     doneWaiting = true;
     //myRigidbody = gameObject.AddComponent<Rigidbody>();
     // myRigidbody.constraints = RigidbodyConstraints.FreezePosition;
 }

 // Update is called once per frame
 void Update()
 {
 }
 void OnTriggerStay(Collider other)
 {
     if (other.gameObject.tag == "Enemy")
     {
         Quaternion rotation = Quaternion.LookRotation(other.transform.position - transform.position);
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotSpeed);
         fire.emission.enabled = true;
         if (doneWaiting)
         {
             StartCoroutine(Shooting());
             other.GetComponent<EnemyHealth>().currentHealth -= 4;
         }
     }
     else
     {
         fire.emission.enabled = false;
     }
     }
 IEnumerator Shooting()
 {
     doneWaiting = false;
     yield return new WaitForSeconds(spawnWait);
     doneWaiting = true;
 }

}

(i have also tried doing the var em = fire.emission; em.enabled = true; with no results)

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avatar image meat5000 ♦ · Apr 07, 2016 at 01:06 PM 0
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I could be wrong here but I think emission is a relic of the Legacy Particles system.

You Play() a Shuriken system.

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Answer by RoofTurkey · Apr 07, 2016 at 01:04 PM

You can use Emit() to directly emit a certain number of particles or Play() to play the particle effect (once if looping is set to false).

Let me know if this works and if not what kind of error you're getting.

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avatar image Mhiln3 · Apr 07, 2016 at 04:36 PM 0
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AHHH! It was fire.Play(); I kept forgetting to add the (). thanks!

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