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Question by systmfdwn147 · Mar 12, 2013 at 12:28 AM · particlesdestroyexplosion

How to get rid of (cloned) particles after an explosion

When I shoot the object that's being exploded I get prefab_explosion (cloned) where the object was destroyed. I've googled and googled and tried what I've already learned and I can't seem to get rid of these objects

 var bulletSpeed : float = 15.0;     //speed of the bullet
 var heightLimit : float = 10.0;     //range the bullet can travel
 var explosion   : Transform;
 
 
 function Update () 
 {
     transform.Translate(0,bulletSpeed * Time.deltaTime,0);
     
     if(transform.position.y >= heightLimit){
         Destroy (gameObject);
     }
 }
 
 function OnTriggerEnter (other : Collider)
 {
     //check for the astroid
     if(other.gameObject.tag == "astroid"){
         Destroy(gameObject);
         other.transform.position.y = 7;
         other.transform.position.x = Random.Range (-5.7, 5.7);
     
     //create the explostion on impact
     Instantiate (explosion, transform.position, transform.rotation);
     
     
 }
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Answer by Chronos-L · Mar 12, 2013 at 12:46 AM

Attach this script to your particle system.

 //KillParticle.js
 
 function Update() {  
    if(!particleSystem.IsAlive()) {
       Destroy( gameObject );
    }
 }
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avatar image systmfdwn147 · Mar 12, 2013 at 12:54 AM 0
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Did the job! Thank you

avatar image Chronos-L · Mar 12, 2013 at 12:59 AM 0
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I am glad that I could help.

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Answer by Auggie · Mar 12, 2013 at 01:19 AM

make another script that destroys an object

something like:

function Start (){

 Invoke("Kill", 3); // this will call on Kill() in 3 seconds

}

function Kill (){

 Destroy(gameObject); //this will destroy the object it is attached to

}

and attach it to the explosion prefab.

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