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Question by deepfried · Nov 06, 2015 at 08:16 PM · particle collisiononparticlecollision

Using OnparticleCollision noob problem

Hi everyone, I am new to learning C# and trying to wrap my head round this. Any help is most welcome! :)

I am trying to use 'OnParticleCollision' to destroy an object and spawn two prefabs (explosionColliderPrefab and explosionPrefab) at the same time. However. I have a parsing error at line 9 and I can't see what it is and my two 'public GameObject' are not appearing inside of unity in the script Inspector window. Could anyone please point me in the right direction? Thanks in advance!

     public class ParticleCollision : MonoBehaviour {
     // explosion prefab
     public GameObject[] explosionPrefab;
     // explosion collision prefab
     public GameObject[] explosionColliderPrefab;
 }
     // explode if hit by a particle
     void OnParticleCollision(GameObject other)
         if (explosionPrefab) {
         // Instantiate an explosion effect at the gameObjects position and rotation
         Instantiate (explosionPrefab, transform.position, transform.rotation);
         }
 
         if (explosionColliderPrefab) {
             // Instantiate an explosion collider at the gameObjects position and rotation
             Instantiate (explosionColliderPrefab, transform.position, transform.rotation);
             }
                 
             // if game manager exists, make adjustments based on target properties
             if (GameManager.gm) {
             GameManager.gm.targetHit (scoreAmount, timeAmount);
             }
                 
             // destroy self
             Destroy (GameObject);
 
             }
 }
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avatar image deepfried · Nov 06, 2015 at 10:07 PM 0
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Ok worked a little more on the code. It now parses and I can add the public fields in the inspector. It doesn't seem to be causing objects to be destroyed by the particles....yet. I have collision set to 'world' on the Particle system but is there something I am missing?

 public class ParticleCollision : $$anonymous$$onoBehaviour 
 {
     public int scoreAmount = 0;
     public float timeAmount = 0.0f;
     // explosion prefab
     public GameObject explosionPrefab;
     // explosion collision prefab
     public GameObject explosionColliderPrefab;
 
     // explode if hit by a particle
     void OnParticleCollision(GameObject other)
     { 
         // exit if there is a game manager and the game is over
         if (Game$$anonymous$$anager.gm) {
             if (Game$$anonymous$$anager.gm.gameIsOver)
                 return;
         }
             if (explosionPrefab) { 
             // Instantiate an explosion effect at the gameObjects position and rotation
             Instantiate (explosionPrefab, transform.position, transform.rotation);
             }
 
                 if (explosionColliderPrefab) {
                 // Instantiate an explosion collider at the gameObjects position and rotation
                 Instantiate (explosionColliderPrefab, transform.position, transform.rotation);
                 }
                 
                 // if game manager exists, make adjustments based on target properties
                 if (Game$$anonymous$$anager.gm) {
                 Game$$anonymous$$anager.gm.targetHit (scoreAmount, timeAmount);
                 }
                 
                 // destroy self
                 Destroy (gameObject);
 
                 }
             }
 

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Answer by Tekksin · Sep 17, 2018 at 12:29 AM

just go into the particle's properties, and apply a subemitter. You can set subemitters to instantiate prefabs at birth, death, and collision (and manual, but don't ask me what that one means). ParticleSystem > Subemitter > Add the prefab. Make sure the prefab is a child of the main particle instantiating the new stuff.

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