Workaround for Play On Awake being shared between Particle Systems?
I have a fireball game object with a particle system dedicated to making an explosion when it hits something, and a child game object that has a particle system dedicated to making flame/smoke particles as the fireball travels.
I need to make the explosion burst when it hits a target, so I need Play On Awake off, but the flame/smoke particles during travel need Play On Awake on.
The issue is that this property is shared between them, and I can't figure out how else I can get the effect I want.
Answer by Zebo12345 · Feb 08, 2020 at 06:22 PM
I ended up solving it by getting the child's particle system and calling Play() in the Start method.
I still can't understand why Unity would synchronize play on awake, or at the very least why we can't override it.
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