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Question by xDevily · Nov 01, 2014 at 07:38 PM · c#destroyparticlesystem

Particle system play too late (c#)

Hi, i have a problem with a simple blood partcle system. I want to play the bool particles before the player death. To make this i have done this script:

using UnityEngine; using System.Collections;

 public class collisione : MonoBehaviour {
 
     public ParticleSystem blood;
 
 
     void OnCollisionEnter2D (Collision2D coll)
     {if (coll.gameObject.tag == "triangolo") {
             blood.Emit(100); //emit 100 blod particles
             GameObject.Find ("Main Camera").GetComponent<lives>().morte(); //decrease the player lifes 
             Destroy (this.gameObject); //destroy the player gameobject
 
         }
     }
 
 
 }

This script work but it plays the particles after the player respawn. I want to see the particles on the player collison with triangle tagged objects

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avatar image xDevily · Nov 01, 2014 at 04:29 PM 0
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it respawn calling the function morte that is into another script. This is the morte() funcion (not all the script of lives):

     public void morte()
     {vite -= 1;
         dead = true;
         if (vite != 0)
                         Instantiate (o$$anonymous$$ide, currentspawn, Quaternion.identity);
                 else
                         GameObject.Find ("$$anonymous$$ain Camera").GetComponent<gameover> ().active = true;
 
     }

avatar image AlwaysSunny · Nov 01, 2014 at 04:50 PM 0
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Check your particle system component to ensure there is not a delay prior to spawning. (I think this option is in the first sub-menu). Nothing here would create a delay.

avatar image xDevily · Nov 02, 2014 at 11:19 AM 0
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Start delay is set to 0 into the inspector

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Answer by xDevily · Nov 02, 2014 at 04:25 PM

I found a solution. I move the particle system when needed whit this code: using UnityEngine; using System.Collections;

 public class collisione : MonoBehaviour {
 
     public GameObject blood;
 
     void Start()
     {blood=GameObject.Find("sangue");
     }
 
     void OnCollisionEnter2D (Collision2D coll)
     {if (coll.gameObject.tag == "triangolo") {
             blood.transform.position=this.gameObject.transform.position;
             blood.particleSystem.Emit(100);
             GameObject.Find ("Main Camera").GetComponent<lives>().morte();
             Destroy (this.gameObject);
 
         }
     }
 
 
 }

With this the particle sistem plays into the right position. Note: the gameobject is not a child of my character

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