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Question by Alan Fletcher · Mar 13, 2013 at 08:58 PM · c#particlesystem

turn on off particle system

Hello i am trying to turn on and off a particle system i created.
I attached it to a prefab.

The code I am using is as follows

 public ParticleSystem waterGun;

 void Update () {
     if(Input.GetKey(KeyCode.W)){
         waterGun.enableEmission = true;
     }else if(Input.GetKeyUp(KeyCode.W)){
         waterGun.enableEmission = false;
     }
 }

I want the particle system to play in front of the fps when a key is held down and stop playing when it is pressed.

Any help is appreciated Thanking You

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avatar image GFFG · Nov 19, 2014 at 01:30 PM 0
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Hey Allan,

Its a while ago but did you get your water gun to work i.e. stop emitting when releasing the key?

Because I'm having the exact same issue and my code looks a lot like yours although I'm using a particle emitter and not a particle system. When i press and hold the key I defined it works great but when I release the key the emitter doesn't disappear. it just freezes.

Hope you got yours to work and can help me too heres my code:

public class ParticleEmitter1: $$anonymous$$onoBehaviour { public ParticleEmitter smallflames2; void Update () { if(Input.Get$$anonymous$$ey($$anonymous$$eyCode.UpArrow)){ smallflames2.particleEmitter.enabled = true; }else if(Input.Get$$anonymous$$eyUp($$anonymous$$eyCode.UpArrow)){ smallflames2.particleEmitter.enabled = false;; } } }

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Answer by Auggie · Mar 14, 2013 at 02:43 AM

i am fairly new in Unity but i think this is the code you're looking for:

   public ParticleSystem waterGun;
      
     void Update () {
         if(Input.GetKey(KeyCode.W)){
             waterGun.emit = true;
         }else if(Input.GetKeyUp(KeyCode.W)){
             waterGun.emit = false;
         }
     }
 
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