OnTriggerEnter with Particle Collider
Hello, I have a Particle System with Collision, here is screenshot: basically it's just a sphere. 
I have a GameObject with a CapsuleCollider which is trigger with OnTriggerEnter function:
 void OnTriggerEnter (Collider other)
      {
           if(other.tag == "Particle") {
           Debug.Log("Hit by Particle");
           }
 }
GameObject on which particle is attached has a tag "Particle". The problem is that this doesn't work. Particle collision never triggers capsule collider. I tried without a gametag, still the same. I know that I can use OnParticleCollision() but I need to detect collision on other gameobject, not on the gameobject on which particle is attached.
Having the exact same problem right now with Unity 2018.3.2f1
I would not be surprised if it is not supported by Unity : (
2D particle collision seems to work perfectly well with what Im doing as seen here:
https://gfycat.com/SameAssuredHairstreakbutterfly
The bricks just have 2d box colliders and a script on each that gets the OnParticleCollision() call back. I have not been able to check the IsTrigger box to get the onTriggerEnter call back though for each of the bricks:

Answer by da_zerker · Feb 02, 2019 at 06:33 PM
Hope this can help. In Particle settings => Collision turned on => Type set to World= > Send Collision Message checked. With Triggers turned on.
 private void OnParticleCollision(GameObject other)
 {
     bool special = false;
     switch (other.tag)
     {
         case "NormalFire":
             hitDamage = 1;
             break;
         case "SecondaryDamage":
             hitDamage = 5;
             break;
         case "SpecialFire":
             hitDamage = 10;
             special = true;
             break;
         default:
             break;
     }
,Hope this helps. With Collision on, set to World, and Send Collision Message. With Trigger on also.
 private void OnParticleCollision(GameObject other)
 {
     bool special = false;
     switch (other.tag)
     {
         case "NormalFire":
             hitDamage = 1;
             break;
         case "SecondaryDamage":
             hitDamage = 50;
             break;
         case "SpecialFire":
             hitDamage = 10;
             special = true;
             break;
         default:
             break;
     }
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