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Question by derobile42 · May 09, 2020 at 01:18 PM · instantiate2d gameparticle system

Instantiated Particle System seems to only be playing randomly and isn't being destroyed when it finishes.

I'm trying to get a particle effect to spawn when a bullet collides with a solid object, and then get destroyed after finishing. I've managed to the first part, but the thing is, it appears the particle effect is either playing fully, partially, or not at all. And as for being destroyed, that isn't happening.

Here's a video of it:

https://vimeo.com/416648050

As you can see the effect does trigger, but only sometimes.

Here's the code for the bullet:

 using System.Collections;
 using System.Collections.Generic;
 using System.Diagnostics;
 using System.Runtime.InteropServices;
 using UnityEngine;
 
 public class Bullet : MonoBehaviour
 {
     //bullet stuff
     public float speed;
     public int damage;
 
     //how far the raycast shoots
     public float distance;
     //determines what layers the bullet will collide and therefore stop on
     public LayerMask WhatIsSolid;
 
     //partcile effect
     public GameObject ps;
 
     void Update()
     {
         //Moves the bullet forwards
         transform.Translate(Vector2.right * speed * Time.deltaTime);
 
         //Shoots a raycast forward at the bullets positition that reaches the speciied distance
         //and only collides with the specified layers. It then assigns this information to an item called "hitInfo"
         RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, transform.up, distance, WhatIsSolid);
 
         //If the hitInfo collider is not empty or null
         if (hitInfo.collider != null)
         {
             if (hitInfo.collider.CompareTag("Slime"))
             {
                 //calls the TakeDamage function from the Script on the slime enemy
                 hitInfo.collider.GetComponent<EnemyController>().TakeDamage(damage);
             }
 
             StartCoroutine(bulletEffect());
 
             //destroys the bullet game object
             Destroy(gameObject);
         }
     }
 
     IEnumerator bulletEffect()
     {
         print("Effect should play");
         //should play the bullet effect at the bullets position 
         GameObject effect = (GameObject)Instantiate(ps, GameObject.Find("EffectSpawnPos").transform.position, Quaternion.identity);
         //waits for the effect to finish
         yield return new WaitForSeconds(0.3f);
         //supposed to destroy the effect that has now finished 
         Destroy(effect.gameObject);
         print("Effect should die");
     }
 
 }

And here's the Particle System settings: alt text

alt text

That's all I'd imagine might be causing the problem but I'll be happy to give more if need be.

Cheers

005b-500x500.png (50.7 kB)
untitled.png (39.7 kB)
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