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Question by frogwise · Apr 02, 2016 at 07:40 AM · triggerparticle systememitterfx

How can I rapidly trigger the same particle system?

For my mobile game, I have a character that can blast through a bunch of circles.

When you collide with a circle, it's supposed to "pop" with an effect. To avoid creating particle system objects at all these circles, I have ONE "pop" effect on my player and would like to trigger it on impact with a circle.

The problem I am having is that you can potentially hit many circles in quick succession, and the particle system wont trigger for each collision because it hasnt finish "playing" the last time (even though the pop effect is quick).

How can I get around this?

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avatar image Inok · Apr 02, 2016 at 01:07 PM 0
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use more then 1 effect component and play those that not busy.

avatar image frogwise Inok · Apr 02, 2016 at 06:53 PM 0
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Interesting. How can I check to see if a particle system is busy? That way I can ask it to select another one.

avatar image Inok frogwise · Apr 07, 2016 at 11:35 AM 0
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there must be some method to do check if particle system "isplaying" now or something similar, look at partycle system script reference.

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Answer by DroidifyDevs · Apr 02, 2016 at 01:20 PM

For that you might have to create multiple particle systems and delete them when they are done playing.

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Answer by frogwise · Apr 02, 2016 at 06:54 PM

I thought creating/deleting objects at runtime especially on mobile is extremely expensive? My goal here is to have 1 reusable particle system that just gets triggered on every Collision

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