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Question by Endarire · Jul 25, 2012 at 01:08 AM · collisionparticles

Collision with Particle Systems

Greetings!

I'm making fireballs as particle systems for the player to dodge. What's the best way to handle collision on these particle systems?

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avatar image Ingen · Jul 25, 2012 at 01:21 AM 0
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create an empty gameObject, then assign collider and rigidbody, and parent at particle system

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Answer by GC1983 · Jul 25, 2012 at 01:51 AM

You dont need a rigidbody. Rigidbodies are for physics (gravity).

In the components menu, under Effects -> Legacy Particles, you will find "World Particle Collider". Add that to your emitter object. This will give your particles their own individual colliders.

Then, you add a script you will create OnParticleCollision(). Its just like OnTriggerEnter or OnCollisionEnter, but it will recognize the particle elements.

 function OnParticleCollision (collision: GameObject )

{ if(collision.transform.tag == "Player") { Debug.Log("Damage"); } }

Then, from there just adjust it to your liking. You will also have to tinker with the World Particle Collider to your standards.

Hope this helps.

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avatar image Ingen · Jul 25, 2012 at 02:55 AM 0
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sorry I thinking at the dodgeball, then something to throw

often I'm Confused by English :)

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Answer by Endarire · Jul 26, 2012 at 09:39 AM

What is meant by "Player" ?

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avatar image GC1983 · Jul 26, 2012 at 04:13 PM 0
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"Player" is a tag. Typically if you have multiple player characters through different levels, you will tag all of them as "Player" so when scripting a universal function, it will recognize any PC you use ins$$anonymous$$d of just one named one. You can tag whatever object you want with whatever name.

So, in the instance that have made above, collision.transform.tag == "Player" is checking to see if it has collided with any objects that have been tagged with that name.

$$anonymous$$ake sense?

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Answer by Endarire · Jul 27, 2012 at 09:19 AM

I get it. Thankee!

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