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Question by aaronjcole · Dec 26, 2016 at 09:30 PM · prefabsparticlesystemcollision2d

PreFab Issues on Collision

I've been looking all over the boards for an answer and so far haven't been able to find one that is totally relevant or works. I'm super new to Unity 5 (and C#).

Here's what I'm trying to do: When one object collides with another, the max hit object collided with is destroyed, but before it is destroyed I want it to play a prefab particle system explosion.

 using UnityEngine;
 using System.Collections;
 
 public class Nom : MonoBehaviour {
 
     public AudioClip uh;
 
     public ParticleSystem Explode;
 
     public int maxHits;
 
     private int timesHit;
 
     void Start () {
         timesHit = 0;
         GetComponent<AudioSource> ().playOnAwake = false;
         GetComponent<AudioSource> ().clip = uh;
     
     }
 
     void OnCollisionEnter2D (Collision2D col) {
         //to play audio when hit
         AudioSource audio = GetComponent<AudioSource>();
         audio.Play ();
         timesHit++;
         //to determine when collided object is destroyed
         if (timesHit >= maxHits) {
             //what I thought would execute the particle system
             GetComponent<ParticleSystem> ().playOnAwake = Explode;
             Destroy(gameObject);
 
         }
 
 
         }
 
 }


The particle explosion (named "Explode") is a prefab attached to the game object (I think--I dragged it so it's under the game object in the hierarchy).

Any thoughts? Thanks!

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