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Question by CryptoQuick · Feb 08, 2010 at 02:44 PM · collisioncolliderparticleseventdetection

Particle Collision / Trigger not being reported to On_xx Event

I'm running this code:

var weaponOne : ParticleEmitter; var puffOne : ParticleEmitter;

function OnTriggerEnter (weaponOne) { Debug.Log("hit!");

 var clone = Instantiate(puffOne, transform.position, Quaternion.identity);
 clone.emit = true;
 Destroy(weaponOne.particles);

}

This is on a particle system (bullets) that hits a rigidbody, and I want it to spawn another particle system at the same place (poofs).

I've also tried OnCollisionEnter and OnParticleCollision, but I think the Trigger would be best, perhaps. I was under the impression that OnParticleCollision, that works best on rigidbodies trying to detect whether they're being hit by a particle, i.e. so that it knows to be damaged.

So far, the Debug text doesn't even appear in the Console log, so I'm pretty much at wit's end on this issue. TIA!

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Answer by Eric5h5 · Feb 08, 2010 at 03:09 PM

A particle system can't be a trigger; it will only generate OnParticleCollision events. OnParticleCollision doesn't have collision location information anyway...you'd be better off raycasting and using particles as visual elements only.

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avatar image CryptoQuick · Feb 09, 2010 at 02:29 PM 0
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Thanks for the suggestion, that sounds about right. Do you know of any good resources on raycasting other than what's in the scripting API? I'd like to know more about how that works exactly.

avatar image Eric5h5 · Feb 09, 2010 at 08:12 PM 0
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If you mean raycasting in general, I'd suggest googling it, since it's nothing unique to Unity. If you mean the Unity-specific implementation, various tutorials have raycasting in them, like the first-person shooter tutorial.

avatar image CryptoQuick · Feb 11, 2010 at 04:17 PM 0
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Thanks, man. You get the answer. :)

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