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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...
Your answer
 
 
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