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Question by LexGear · Mar 16, 2013 at 12:35 AM · collisionparticlesendmessageonparticlecollision

World Particle Collider - Not Working

Hi, I've been battling this for ages, and I'm fairly certain that the world particle collider has changed to how it used to work. I've created a gun, that emits particles, I want those particles to behave like bullets. Pretty simple. On my particle emitter I've got a "World Particle Collider" with "Send Collision Message" set to on of course. The particles definitely make contact with objects and with the enemy I've created but I can not get it to register a collision message.

For testing reasons I've just used the basic example given, and I've attached this code to my bullet emitter. I've also tested the exact same thing but with just a simple "print("hit");". No go but.

 function OnParticleCollision (other : GameObject)
 {
     var body : Rigidbody = other.rigidbody;
     if (body) {
         var direction : Vector3 = other.transform.position - transform.position;
         direction = direction.normalized;
         body.AddForce (direction * 5);
     }
 }
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Answer by sparkzbarca · Mar 16, 2013 at 12:44 AM

on particle collision is only compatible with the old particles not the new shuriken particle system.

shuriken particles can only collide with planes.

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http://answers.unity3d.com/questions/219182/unity-35-particle-collision.html

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avatar image LexGear · Mar 16, 2013 at 12:46 AM 0
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So just to clarify. Planes as in mesh planes. If so, why not other kinds of meshes?

avatar image LexGear · Mar 16, 2013 at 12:48 AM 0
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And if so, what would you suggest, can I use the old particle system or are they trying to get rid of it?

avatar image sparkzbarca · Mar 16, 2013 at 02:51 AM 0
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yes they are trying to get rid of it. Don't think of the new system as running in parallel the new system is the system. The old system exists still simply to keep from breaking any old games and allow editing of them. its backwards compatibility thats all.

If i were you i'd use particles to fake the bullets and raycast along the bullet line (this is a straight line right?) to get the collisions. Ray casts will give you the same info as a collision will.

avatar image LexGear · Mar 16, 2013 at 06:36 AM 0
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Actually it is not a straight line, its random, and the bullets are slow as the game is cartoony. Particles seemed like the most logical way to do random bullet directions co$$anonymous$$g out of a gun as I can confine it to a controllable cone.

avatar image sparkzbarca · Mar 16, 2013 at 07:53 AM 0
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no i get that it's random (I inferred if you were using particles you were tossing them everywhere)

but they fly out in a straight line right?

I mean are the bullets literally like out of control copters flying everywhere or is there direction random but there slope constant?

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