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Question by Marnix · Jun 16, 2011 at 03:30 PM · collisionparticles

Continue particle through world particle collider

When I have a world particle collider that lets my particles collide to an object, I want the particles to continue their path.

At the moment I can only manage to bounce or to kill the objects. How do I let the particles continue their way?

Update
Using IsTrigger doesn't seem to work. The objects are still stopped by the Mesh Collider that it bumps into.

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avatar image fireDude67 · Jun 16, 2011 at 05:21 PM 0
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What do you mean? Do you want to have the particles go through the collider?

avatar image Marnix · Jun 16, 2011 at 05:34 PM 0
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@fireDude67: Yes that is exactly what I mean, because I only want the collision to be detected, so I can execute my own code. The collision event is the only thing I'm ai$$anonymous$$g for.

avatar image fireDude67 · Jun 16, 2011 at 06:13 PM 0
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Thank you for clarifying that. I will post an answer.

avatar image Marnix · Jun 16, 2011 at 06:16 PM 0
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@fireDude67: If you know more about particle collision, please also consider my other question: http://answers.unity3d.com/questions/130907/particle-collision-on-instantiate-doesnt-send.html

avatar image fireDude67 · Jun 16, 2011 at 06:29 PM 0
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Yes, I answered that as well.

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Answer by fireDude67 · Jun 16, 2011 at 06:24 PM

First, you need to create a new Layer. Call it "ParticleCollision". (Go to Edit -> Project Preferences -> Tags. and select "User Layer 8")

Next, go into the World Particle Collider and set the "Collides With" option to ONLY the ParticleCollision layer. Next, duplicate all the colliders that the Particles will collide with, and set their layer to "ParticleCollision" and check the "Is Trigger" option. Now, you can attack a script to the duplicated collider:

 function OnTriggerEnter() {
    // Insert code here
 }

 function OnTriggerStay() {
    // Insert code here
 }

 function OnTriggerExit() {
    // Insert code here
 }
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avatar image Marnix · Jun 16, 2011 at 06:35 PM 0
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@fireDude67: Ah of course, there is an OnTriggerStay, I was working from the opposite way with OnParticleCollision. But this will STILL kill the particle on collision. When I set the bounce to 0, the particle is killed, because the velocity becomes 0. I want it to continue its path.

avatar image fireDude67 · Jun 16, 2011 at 07:17 PM 0
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This way, the colliders don't actually collide at all. Therefore, no change in velocity is possible.

avatar image Marnix · Jun 16, 2011 at 07:33 PM 0
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@fireDude67: So the IsTrigger check makes an object actually colliding or not and even disables default functionality? Very good to know. Couldn't find that in the docs. I'll try it tomorrow and let you know if you're correct =).

avatar image Marnix · Jun 17, 2011 at 09:20 AM 0
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@fireDude67: I'm sorry to disappoint you. It doesn't work like this. Using the IsTrigger method still stops the particles from falling. Somehow, it seems that this World Particle Collider works a bit different in its collision model. Do you have any other ideas to check particles with a collision? Should I just create a foreach(particle) method somewhere?

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