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Question by z0code0z · Jun 30, 2018 at 04:09 AM · particlesparticlesystemdestroy object

[c#] how to keep particles alive after destroying parent?

So i have my main object and then a particle system as a child.

On triggerEnter i want to destroy the actual main object but keep the particles until they are gone on their own

 private void OnTriggerEnter(Collider other)
     {
 
         Destroy(this.gameObject);
 
 
     }


this is what i have so far, thanks!

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Answer by z0code0z · Jun 30, 2018 at 05:59 AM

About 4 hours but i did it!

Code for the actual main object:

 private void OnTriggerEnter(Collider other)
     {
 
 
 
 
         transform.Find("Particles").GetComponent<DeleteAfter>().AboutToDie();
         Destroy(this.gameObject);
 
 
 
 
     }

This will activate a function inside of the child (aka the particles aka 'Particles") and the function i named DeleteAfter

This is code inside the particles:

 private void Start()
     {
         StartCoroutine(Something());
     }
 
 
         public void AboutToDie()
     {
         transform.parent = null;
         GetComponent<ParticleSystem>().emissionRate = 0;
         transform.localScale = new Vector3(1, 1, 1);
 
 
     }
 
     IEnumerator Something()
     {
 
         yield return new WaitForSeconds(3.0f);
         Destroy(this.gameObject);
     }
 
    

This waits 3 seconds to fully make sure that particles are done adjust to your needs and tada!

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Answer by Asdcxz01 · Jul 30, 2020 at 02:51 PM

This worked great for me, I just had to remove transform.localScale = new Vector3(1, 1, 1); in my case ty

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