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Question by Xeong-Hu · Oct 25, 2014 at 05:02 AM · particlesystem

How can i make a Child ParticleSystem Emit or not Emit on certain events

Certain events such as OnCollision Enter Enter, and or OnCollision Exit.

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Answer by yashpal · Oct 25, 2014 at 06:14 AM

Hello Xeong-Hu You can use this code. inside OnCollision Enter Enter, and or OnCollision Exit.

  transform.FindChild ("ChildObjectName").gameObject.particleSystem.Play ();
  transform.FindChild ("ChildObjectName").gameObject.particleSystem.Stop ();

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avatar image Xeong-Hu · Oct 26, 2014 at 09:46 AM 0
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Hello there. thank you for replying. I tried out your code and it worked.

But When ever I try to emit my particle on Collision it doesn't Emit.

I printed out a $$anonymous$$SG in the script to see if it's colliding and it turns out it is. $$anonymous$$y Particle doesn't want to emit for some reason.

Here's what my Code looks like.

 function Start () {transform.FindChild ("Ripples Prefab").gameObject.active = false;
   }
 function OnCollisionEnter(collision: Collision) {
   if (collision.gameObject.tag == "Water"){
   print("It's Colliding");
   transform.FindChild ("Ripple Prefab").gameObject.particleSystem.Play ();
   transform.FindChild ("Ripples Prefab").gameObject.active = true;
   }
   }
   
   function OnCollisionStay(collision: Collision) {
   if (collision.gameObject.tag == "Water"){
    print("It's Colliding");
   transform.FindChild ("Ripple Prefab").gameObject.particleSystem.Play ();
    transform.FindChild ("Ripples Prefab").gameObject.active = true;
   }
   }
  
avatar image Xeong-Hu · Oct 26, 2014 at 10:09 AM 0
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Alright, Nvm. I just took out the .Play functions and left them with the Active Function.

Thanks for the help though!

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