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Question by SUpersindit2 · Dec 04, 2015 at 03:58 AM · collisionparticlesparticle system

Particles collision Stopped working after a while

I have a particle system that fires out a bullet once the player presses the left mouse button to detect fast moving object collision, at first it worked out well and the bullet would collide and send a callback message to OnParticleCollision.

However after a while it stopped working, im using a method called Emit that emits out a bullet from the particle system when the player presses the left mouse button, strangely due to my continuous firing it worked again

This is the script attached to the particle system to detect the callback message

 public ParticleSystem cannonParticleSystem;
     ParticleSystem.Particle[] particles;
 
     void Start()
     {
         particles = new ParticleSystem.Particle[cannonParticleSystem.maxParticles];
     }
 
 
 
     void OnParticleCollision(GameObject hittedobject)
     {
         cannonParticleSystem.GetParticles(particles);
         
 
         if (hittedobject.GetComponent<EnemeyAI>())
         {
             hittedobject.GetComponent<EnemeyAI>().DecreaseHealth(PlayerInventory.instance.playerItemInHand.weaponDamage);
             hittedobject.GetComponent<EnemeyAI>().GetComponent<Renderer>().material.SetColor("_Color", Color.red);
             for (int x = 0;x < particles.Length;x++)
             {
                 if (Mathf.Abs(Vector3.Distance(particles[x].position,hittedobject.transform.position)) < 6f)
                 {
                     particles[x].lifetime = 0f;
                     break;
                 }
             }
 
           
 
         }
    cannonParticleSystem.SetParticles(particles, cannonParticleSystem.maxParticles);
 
 }

This is the method that instantiate the bullet at another script

  public virtual void InstantitateBullet(Transform currentTransform, WeaponItem weapon)
     {
         if (currentTransform.GetComponent<PlayerShooting>())
         {
             currentTransform.GetComponent<PlayerShooting>().bulletParticleSystem.Play();
             currentTransform.GetComponent<PlayerShooting>().bulletParticleSystem.Emit(1);
             currentTransform.GetComponent<PlayerShooting>().bulletParticleSystem.Stop();
         }
      
     }


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