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Question by Dracolyte · Jul 27, 2020 at 08:38 PM · 2dgameobjectparticlesdestroyparticlesystem

How to destroy particle gameobject after its finished?

I cant get it to work, that the remaining particle gameobject destroys after its finished. I made a particle effect using Unitys particle system. It instantiates, when the enemy dies. My problem is, that i cant get rid of the remaining particle gameobject after the particle effect is done.

My code:

 void Update()
 {
     Vector3 direction = player.position - transform.position;
     float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg -90f;
     transform.rotation = Quaternion.Euler(0, 0, angle);
     direction.Normalize();
     movement = direction;
     moveEnemy(direction);
    
 }
 void moveEnemy(Vector2 direction)
 {
     rb.MovePosition((Vector2)transform.position + (direction * speed));
 }

 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Bullet")
     {
         Destroy(collision.gameObject);
         if (HP >= 0)
         {
             StartCoroutine("ChangeColorOnHit");
         }
         HP--;

         if(HP <= 0)
         {
             Destroy(gameObject);
             ParticleSystem particleclone = Instantiate(deathparticle, transform.position, Quaternion.identity);
            //Destroy particle if its finished
         }
     }
     
 }
 IEnumerator ChangeColorOnHit()
 {
     mat.color = colorOnHit;
     yield return new WaitForSeconds(0.1f);
     mat.color = defaultcolor;
 }
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Answer by bboydaisuke · Jul 28, 2020 at 02:34 AM

You don't need code.

Find "Stop Action" from Particle System Main Module.

alt text


2020-07-28-11h31-03.png (28.4 kB)
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Answer by deniskotpletnev · Jul 27, 2020 at 09:18 PM

Create a new script and assign it to the Particle System

 public class ParticleSystemAutoDestroy : MonoBehaviour {
 
     private ParticleSystem _ps;
 
 
     public void Start()
     {
         _ps = GetComponent<ParticleSystem>();
     }
 
     public void FixedUpdate()
     {
         if (_ps && !_ps.IsAlive())
         {
             Destroy(gameObject);
         }
     }
 }
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