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Objects with particle emitters unexpectedly disappearing
I have a rather complex object with 6 point lights for children, two meshes, one with a particle emitter of its own. The object also has a particle emitter, animator, and renderer. When I instantiate this object, it deletes itself after a short period of time. The thing is, I can stop this from happening by taking out a line of code:
particleEmitter.emit = false;
This is on a script attached to the parent object. Putting the line back in causes the object to disappear again. The object disappears reliably, less than a second after being instantiated, every time I run the game. Looking for a quick fix, I replaced the line with
particleEmitter.minEmission = 0;
particleEmitter.maxEmission = 0;
and the same disappearing behavior occurs. setting minimum and maximum emission to 1 fixes the problem, but my particles are noticeable, so I want them to stop appearing completely. I can't just disable the particle-related components, because I want the particles that are already visible to float off and fade away like they do when the emitter is running, instead of just winking out.
Is this a known bug? Should I be worrying about data corruption or something?
Answer by StephanK · Aug 25, 2010 at 07:05 AM
Probably your ParticleAnimator has Autodestruct activated. If you turn this off it should work.
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