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Question by dingben · Oct 31, 2010 at 02:34 PM · particleemitterparticleemitteremit

Particle Emitter Toggle ON/OFF

As posted in the forums: [ http://forum.unity3d.com/threads/65273-Toggle-Particle-Emitter-ON-OFF ][1]

I would like that someone take a look at that post, and try to answer my question about the 'emit' property/variable in the ParticleEmitter class.

The question is: How is the 'emit' variable used, what effect can be arrived at using it? As you will see in the post mentioned above, I was not able to get results using 'emit' but was successful while using renderer.enable/disable.

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Answer by fireDude67 · Nov 18, 2010 at 03:03 AM

I think your script should be something like the following:

var particleEmitterObject : GameObject;

function Start() { particleEmitterObject.particleEmitter.emit = !particleEmitterObject.particleEmitter.emit }

Edit: I have changed the code so that you should drop the GameObject with the particleEmitter on it so that you can access the particle emitter using the GameObject.particleEmitter accessory

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avatar image dingben · Nov 19, 2010 at 11:59 AM 0
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fire... the property is in scope in my script as the Emitter is instantiated immediately before the toggle code. I don't think puting the instantiation in the Start() would help...may actually burn memory longer than the way I declare it. The only difference I see in your code is the using of the NOT operator, '!' versus my assignment to 'true' or 'false', and those are equivalent.

avatar image fireDude67 · Nov 19, 2010 at 03:43 PM 0
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changed it around a lot..

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