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Particle System misbehaves when renderer is deleted?
I'm having an odd issue with Particle Systems currently. I'm trying to use a Particle System to detect collision with a trigger using the Trigger Module. The particle system is set to emit one single particle, and destroy the particle if it enters a trigger. I have an animator on a parent object that is set to constantly re-enable this particle system object every frame (so that if it disabled itself it will re-enable). Due to the nature of what I need this particle system for, I do not need the Particle System Renderer component on it. This entire system works fine if I have the particle system renderer on it and disabled, but if I remove the renderer component directly using script then the particle system behaves right in editor, but in-game it works until the particle system isn't killed by the trigger immediately and then it just stops checking the trigger entirely. I test this using a sphere mesh on the object. The sphere blinks every frame when it is in the trigger, and stops blinking when it leaves the trigger. In editor (and the desired effect) it then starts blinking again when it comes back in contact with the trigger, but will always be shown with no blinking in-game when it comes back in contact. Is this a bug with the particle system, or am I missing something?