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Question by sigma-z-1980 · Apr 14, 2019 at 10:16 PM · collisionparticlesystem

OnParticleCollision hitting the non-existent Collider?

There's an object, let's call it Player (tag: player) that does not have a collider attached to it. It is fully surrounded by an object, let's call it Shield (tag:defence) with a sphere collider. A particle system with a collider enabled hits the Shield. OnParticleCollision method takes gameobject as an input. When I try to get the gameobject, I get Player.

 Debug.Log(other.tag);

Which is impossible. So I tried

  Debug.Log(other.GetComponent<Collider>().name);

and I get an error - no collider attached!

I don't understand this (other similar objects like bullets and LineRenderers) do not have this problem:

1) Why doesn't the ParticleSystem detect Shield with a Collider attached 2) How does it detect Player WITHOUT a collider?

This is very confusing. When I click off the collider on the Shield, Player is not detected anymore.

Is this smth to do with the layer? or the particle sys rendere?

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Answer by Pulov · Oct 26, 2020 at 01:51 PM

I''ve the very same issue, my only workaround its

     void OnParticleCollision(GameObject collided)
     {     
         if (collided.GetComponent<Collider>())
         {}
 }

ITs a whame because getcomponent so often is not the cheapest thing...

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