Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by n-carlson1 · Jun 24, 2016 at 07:20 PM · transformchildparticle systemsetactive

Particles don't follow the transform of the parent gameobject?

So I have a child gameobject on my enemy which has a particle system on it. That child gameobject also has 3 children itself, two of which have particle systems on them. The child gameobject of the enemy (first layer) is placed right about on the enemies hand. Now I have a simple script that sets the gameobject to inactive in the beginning, and then when it's called it sets it active. The particle system and everything though stays at the bosses original position when the scene started though. Am I doing something wrong? Here's the relevant code.

 public GameObject crossFireRight;

  void Start() {
          
    crossFireRight.SetActive(false);
 }

 void CrossFire()
 {
     crossFireRight.SetActive(true);
     StartCoroutine(CrossFireLifeTime());
 }

 IEnumerator CrossFireLifeTime()
 {
     yield return new WaitForSeconds(4);
     crossFireRight.SetActive(false);
 }

My guess is I have to get the transform of the enemy at the same time it's called to reset it's transform, but I'm also not sure if that's the most efficient/correct way to do it.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image slimabob · Jun 25, 2016 at 01:56 AM 0
Share

Could you upload a picture of your gameobject hierarchy? I'm having a bit of trouble visualizing it.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How to access objects attached to other objects 1 Answer

Object scale/rotation changes when parented to flipped object 0 Answers

undoing parenting of object's transform 1 Answer

Deactivated parent with active child 1 Answer

Delete children of Instantiated object 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges