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Question by sandeepsmartest · Nov 20, 2012 at 07:29 AM · particlesparticlesystem

unable to disable game object after user input

i have a game object with attached particles.here i want to off the particles(game object) at the start time(in start()function)and if i press a button i want to enable or activate the particle effect which is attached to game object.i.e.,tanker back blast should happen only when missile is triggered.the way i used public gameobject tankerbackblast; start() { //tankerbackblast.particleEmitter.emit = false; tankerbackblast.renderer.enable = false; } update() { if(input.getkeydown(keycode.f)) { //tankerbackblast.particleEmitter.emit = true; tankerbackblast.renderer.enable = true; } i used both ways by accessing emitter and game object renderer in update function. i have unchecked the one shot option of the game object(tankerbackblast)in inspector. thanks in advance.

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Answer by dukearena · Nov 20, 2012 at 08:44 AM

Maybe you lost AutoDestruct checkbox in ParticleAnimator... It destroy the object when no particles are active..

Otherwise, for cannonshot I use another method, I think is more simple:

 // An empty gameobject child of cannon.
 public Transform cannonBulletStart;
 // The particles - Set OneShot and AutoDestruct = True
 public GameObject shotParticles;
 
 
 void Update(){
   if(Input.KeyCodeDown(KeyCode.f)){
     Instanciate(shotParticles, cannonBulletStart.position, cannonBulletStart.rotation);
   }
 }

(Sorry for errors, I've wrote this code at the moment)

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