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Question by OxDEADBAAD · Jul 26, 2014 at 11:26 AM · particlessystemparticleorganize

Suggestions on how to organize multiple particle systems?

Hi, people!

I'm kinda asking this myself and not finding any concrete information about it...

I have my player and I want it to play different particle effects when casting one skill or another, but I can't quite figure out how to represent this in my hierarchy.

My first attempt was to have multiple effects in one particle system attached to my player, but even though I could access and execute them in my script, the code was just too ugly and incomprehensible.

Then I saw that when you add another particle system from the particle editor, it adds a child game object to the object the particle system is attached to, so I thought that it might be more comfortable to have child game objects of my player, each with its own particle emitter and just turn them on/off when I need to.

Anyway, this technique seems a bit rough and it can easily become messy with just a few more skills (currently I'm just handling 2) or any other effect, so I ask you guys:

How do/would you organize multiple particle effects for your player/any other object?

Thanks in advance!

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Answer by Owen-Reynolds · Jul 26, 2014 at 04:00 PM

I'd think organizing particle system is the same as organizing anything else. And depends a lot on personal preference and the exact think you're making.

But sure, lots of people pre-make "there will only be one of these" things as an inactive child, enabled/disabled as needed. You can even make an empty named SpellEffects on the player, that works like a folder.

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avatar image laszlar · May 04, 2016 at 12:53 AM 0
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@Owen Reynolds Oops, accidentally answered. You've helped again Owen - without you knowing it. Thank you!

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