• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ramisoghayr · Dec 03, 2020 at 10:07 PM · particlesparticlesystemparticle system

when a stopped particle system gets stopped it plays.,When a stopped particle system gets stopped again It plays??

in the code below When I smash an obstacle while still being in the air the particle system gets turned on instead of staying stopped

void Update() { if (Input.GetKeyDown(KeyCode.Space) && isOnGround && !gameOver) { playerRb.AddForce(Vector3.up *jumpForce , ForceMode.Impulse); isOnGround = false;

         playerAnim.SetTrigger("Jump_trig");
         dirt.Stop();
         playSound.PlayOneShot(jump);
         
     }




 }
 private void OnCollisionEnter (Collision collision)
 {
     if (collision.gameObject.CompareTag("Ground"))
     {
         isOnGround = true;
         dirt.Play();
     }
     else if ( collision.gameObject.CompareTag("Obstacle"))
     {
         Debug.Log("Game Over");
         gameOver = true;
         playerAnim.SetInteger("DeathType_int", 1);
         playerAnim.SetBool("Death_b", true);
         explosion.Play();
         dirt.Stop();
         playSound.PlayOneShot(crash);,When the player smashes into an obstacle while he is still in the air the particle system gets turned on instead of staying stopped..






void Update() { if (Input.GetKeyDown(KeyCode.Space) && isOnGround && !gameOver) { playerRb.AddForce(Vector3.up *jumpForce , ForceMode.Impulse); isOnGround = false;

         playerAnim.SetTrigger("Jump_trig");
         dirt.Stop();
         playSound.PlayOneShot(jump);
         
     }




 }
 private void OnCollisionEnter (Collision collision)
 {
     if (collision.gameObject.CompareTag("Ground"))
     {
         isOnGround = true;
         dirt.Play();
     }
     else if ( collision.gameObject.CompareTag("Obstacle"))
     {
         Debug.Log("Game Over");
         gameOver = true;
         playerAnim.SetInteger("DeathType_int", 1);
         playerAnim.SetBool("Death_b", true);
         explosion.Play();
         dirt.Stop();
         playSound.PlayOneShot(crash);
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

153 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Adjusting OnTriggerEnter2D() for OnParticleTrigger() 0 Answers

Rotation of the Particle System is ignored for velocity over lifetime when the simulation space is Custom. Is this a bug? 0 Answers

Can I make uniform emission for Particle System? 2 Answers

Which particle system does unity use? 0 Answers

ParticleSystem Rate over Distance doesn't work until poked 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges