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Question by TheSaviour · May 16, 2016 at 01:45 PM · c#particle systemparticleeffect

Particle system keeps playing even when Looping is off?

Sorry for the noob-ish question but this is my first time using particle systems. I created a particle system and added a script to it. In the script, the particle system has a reference to a game object. When the game object is destroyed, I want the particle system to play for 0.5 seconds and then stop playing. I set all the required values in the particle system inspector. Duration is 0.5 and Looping is unchecked. When I simulate it in the scene view, it works perfectly. It only plays for 0.5 seconds and then stops. So nothing wrong there. But when I play it in the game view, the particle system keeps looping after the game object is destroyed. Here's the script that I added to the particle system:

     GameObject theGameObject;
     ParticleSystem particleSystem;
 
     void Start () {
 
         theGameObject = GameObject.FindGameObjectWithTag ("Player");
         particleSystem = GetComponent<ParticleSystem> ();
     }
     
     void Update () 
     {
 
         if(theGameObject != null)
         {
             //event irrelevant to this question
            transform.position = theGameObject.transform.position;
         }
         else
         {
             particleSystem.Play();
 
         }
 
     } 

How can I change the script so that the particle system plays only once after the game object is destroyed?

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Answer by HarshadK · May 16, 2016 at 03:09 PM

Since inside your update once the object is destroyed theGameObject becomes null and else condition runs continuously.

You can set and check a bool to play only one as below:

 GameObject theGameObject;
 ParticleSystem particleSystem;
 bool particleSystemPlayed = false;
  
  
     void Start () {
  
         theGameObject = GameObject.FindGameObjectWithTag ("Player");
         particleSystem = GetComponent<ParticleSystem> ();
     }
      
     void Update () 
     {
  
         if(theGameObject != null)
         {
             //event irrelevant to this question
            transform.position = theGameObject.transform.position;
         }
         else
         {
             if(!particleSystemPlayed)
             {
                 particleSystem.Play();
                 particleSystemPlayed = true;
             }
         }
     } 
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avatar image TheSaviour · May 16, 2016 at 04:44 PM 0
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Thank you! That solved the problem.

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Answer by yourecrippled · Dec 16, 2018 at 07:28 PM

Go to your particle system Stop Action > Choose "Destroy"

it'll destroy the object once its finished playing..

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avatar image ILLUSION2006 · Jun 22, 2020 at 03:00 PM 0
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I know this a a old post but thank you @ertanturan for helping me. This issue took me forever

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