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Question by Filled_WithStraw · Oct 14, 2013 at 02:05 AM · c#instantiateprefabparticle system

Prefab Particle clones won't destroy, C#

This is so simple that I know I'm going to feel like a dunce when someone tells me what's wrong with this.

So I have a prefab of a particle system that plays as the character walks around. (It's water splashing around his feet). I have the following code on a collider and everything works fine; the particles show up as he walks where they're supposed to.

However they're not being destroyed in the hierarchy. So at the end of the level I have a zillion particle clones clogging it up even though they're not visible in the scene. Here's my code:

     public ParticleSystem waterSplash;
     public GameObject constructor;
 
     void Start () {    
         
         
     }
     void Update () {
     }
     
     void OnTriggerEnter(Collider other)
     {
         if(other.gameObject.CompareTag("Player"))
         
         {
         print( "collided!");
         GameObject newSplash = Instantiate (waterSplash, constructor.transform.position, constructor.transform.rotation) as GameObject;
         Destroy(newSplash, 2);
         }
     }
 }
 
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Answer by blueteak · Oct 14, 2013 at 02:50 AM

I'm not sure what is wrong with your code, but what I do to destroy one-shot particle effects is have a script attached to it like this: public float DestroyTime;

     void Start()
     {
          StartCoroutine("DestroyMe");
     }
 
     IEnumerator DestroyMe()
     {
          yield retuern new WaitForSeconds(DestroyTime);
          Destroy(gameObject);
     }

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avatar image Filled_WithStraw · Oct 14, 2013 at 02:55 AM 0
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Perfect! I didn't even think about adding a script to the prefab itself.

Works fine now. Thanks so much!

avatar image EvanCheddar · Jan 17, 2018 at 03:52 PM 0
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Perfect solution, great call man!

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