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Having a particle effect stick to player
What I plan to do is when I complete a animation I would like to have the particle destroy but then comeback, but this time spawn on the player. I tried this on both java script and C#. I already have applied the variables and what not in the proper category, but the animation only plays it does not take the extra mile that I want it to do. So please any help is greatly appreciated.
(C#) using UnityEngine; using UnityEditor; using System.Collections;
public class AnimationStart1 : MonoBehaviour {
public AnimationClip HarnessAnimation;
public GameObject HarnessObject;
public float speed = 5.0f;
public Vector3 spawnDistance;
void OnTriggerEnter (Collider Player) {
if (animation.Play ("HarnessAnimation"))
{
Destroy (HarnessObject, 7);
}
if (animation.Play ("HarnessAnimation")&& spawnDistance.Equals("HarnessObject"))
{
Vector3.MoveTowards(transform.position, spawnDistance, speed*Time.deltaTime);
}
}
}
(JavaScript)
#pragma strict
var HarnessAnimation : AnimationClip;
var HarnessObject : GameObject;
var speed : float = 5.0f;
var spawnDistance : Vector3;
var prefab : Transform;
var unit = 1;
var isCreated : boolean;
function OnTriggerEnter (info : Collider)
{
if (info.tag == "Player" && isCreated.Equals("unit"))
{
animation.Play("HarnessAnimation");
Destroy(gameObject, 7);
}
}
function Update ()
{
if (animation.Play("HarnessAnimation")&& isCreated.Equals("unit"))
{
}
}
I'm kinda pressed for time on the java script, but if your an expert on programming you can fill in the blanks of where I would've put everything. Thank you for your answer.
I don't know the answer to the question but I think it's better to disable the gameobject ins$$anonymous$$d of destroying it. I think it's more efficient, and requires less work for the computer...
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