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Question by cgeye · Nov 25, 2016 at 12:20 PM · particle system

Starting particle system when animation plays

Hi,

I have an animated GameObject with a particle system as a child . I need to play the particle system only once the animation is playing. The animation only runs once, then the particles need to stop. Is there any easy way to control this?

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avatar image FariAnderson · Mar 30 at 12:25 PM 0
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still no answer ?

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Answer by Headrush95 · Mar 30 at 11:30 PM

use this to get information about current animation clip : https://docs.unity3d.com/ScriptReference/Animator.GetCurrentAnimatorClipInfo.html

  private string _CurrentClipName;
     public Animator animator;
     private AnimatorClipInfo[] _CurrentAnimationClipInfo;
     private float _CurrentClipLength;
     private String _CurrentClipName;
     public bool Instanced = false;
     // create a prefab with your partcles on the prefab object
     public Gameobject instantiateParticleObject;
     private Gameobject TempInstantiateParticleObject;
     
      void Update()
     {
             _CurrentAnimationClipInfo =animator.GetCurrentAnimatorClipInfo(0);
                 _CurrentClipName = _CurrentAnimationClipInfo[0].clip.name;
                 _CurrentClipLength = _CurrentAnimationClipInfo[0].clip.length;
     
     }
 
    void CheckAnimation()
    {
          if (_CurrentClipName == "Slam" && !Instanced)
         {
 
             Vector3 CurrentPosition = this.transform.position;
             TempInstantiateParticleObject =
              Instantiate(instantiateParticleObjcect, CurrentPosition, Quaternion.identity);
             Instanced = true;
 
             //cooldown here
         }
 
         if (_CurrentClipName != "Slam")
         {
             Instanced = false;
         }
         }
 
 
     void OnGUI()
     {
         //Output the current Animation name and length to the screen
         GUI.Label(new Rect(0, 0, 200, 20), "Clip Name : " + _CurrentClipName);
         GUI.Label(new Rect(0, 30, 200, 20), "Clip Length : " + _CurrentClipLength);
     }
 
 

you will need to add your (play particle and destroy().this) script to the particle object prefab but all this should help you get started

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