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Can you trigger a particle system on a child (not a sub-emitter) separately from a particle system in the parent?
I would like to have a gameobject that catches fire (particle system #1) and then explodes at a random time (particle system #2 in child). Now, you obviously can't have more than one PS on the same gameobject, so I made an empty child as a placeholder. I've written the code for both the fire and the explosions, and they all work fine, except for the two particle systems appear to be synced up; even though I don't have them connected in any way. (i.e. when I trigger the parent PS, the child also triggers) I'm using particleSystem.Play(). I've checked the documentation about this, but there doesn't seem to be anything regarding this issue.
Is there a way to separate them, or does Unity automatically assume that any children with PSs are sub-emitters of the parent?
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