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0
Question by junlee · Mar 31, 2012 at 09:49 AM · instantiateparticlesdestroy

Timetrail script creating 2 trails and not destroying the second

Hello, I am using the Timetrail script found on the wiki. It works well, however there is a problem. For each object that I instantiate with the script attached, it actually creates two "Trail" objects, and only one of them gets destroyed when my object gets destroyed. The others stays in the game $$anonymous$$erarchy until the game is turned off.

I was wondering if anyone has come across t$$anonymous$$s and knows how to fix it? I don't quite understand the code in the script, so any help is appreciated.

Below is the code for the script:

 var points = Array();
 var emit = true;
 var emitTime = 0.00;
 var material : Material;
 
 var lifeTime = 1.00;
 
 var colors : Color[];
 var sizes : float[];
 
 var uvLengthScale = 0.01;
 var $$anonymous$$gherQualityUVs = true;
 
 var movePixelsForRebuild = 6;
 var maxRebuildTime = 0.1;
 
 var minVertexDistance = 0.10;
 
 var maxVertexDistance = 10.00;
 var maxAngle = 3.00;
 
 var autoDestruct = false;
 
 private var o : GameObject;
 private var lastPosition : Vector3;
 private var lastCameraPosition1 : Vector3;
 private var lastCameraPosition2 : Vector3;
 private var lastRebuildTime = 0.00;
 private var lastFrameEmit = true;
 
 class Point
 {
    var timeCreated = 0.00;
    var position : Vector3;
    var lineBreak = false;
 }
 
 function Start ()
 {
    lastPosition = transform.position;
    o = new GameObject("Trail");
    o.transform.parent = null;
    o.transform.position = Vector3.zero;
    o.transform.rotation = Quaternion.identity;
    o.transform.localScale = Vector3.one;
    o.AddComponent(MeshFilter);
    o.AddComponent(MeshRenderer);
    o.renderer.material = material;
 }
 
 function OnEnable ()
 {
    lastPosition = transform.position;
    o = new GameObject("Trail");
    o.transform.parent = null;
    o.transform.position = Vector3.zero;
    o.transform.rotation = Quaternion.identity;
    o.transform.localScale = Vector3.one;
    o.AddComponent(MeshFilter);
    o.AddComponent(MeshRenderer);
    o.renderer.material = material;
 }
 
 function OnDisable ()
 {
    Destroy(o);   
 }
 
 function Update ()
 {
    if(emit && emitTime != 0)
    {
       emitTime -= Time.deltaTime;
       if(emitTime == 0) emitTime = -1;
       if(emitTime < 0) emit = false;
    }
    
    if(!emit && points.length == 0 && autoDestruct)
    {
       Destroy(o);
       Destroy(gameObject);
    }
    
    // early out if there is no camera
    if(!Camera.main) return;
    
    re = false;
    
    // if we have moved enough, create a new vertex and make sure we rebuild the mesh
    theDistance = (lastPosition - transform.position).magnitude;
    if(emit)
    {
       if(theDistance > minVertexDistance)
       {
          make = false;
          if(points.length < 3)
          {
             make = true;
          }
          else
          {
             l1 = points[points.length - 2].position - points[points.length - 3].position;
             l2 = points[points.length - 1].position - points[points.length - 2].position;
             if(Vector3.Angle(l1, l2) > maxAngle || theDistance > maxVertexDistance) make = true;
          }
    
          if(make)
          {
             var z = new Point();
             z.position = transform.position;
             z.timeCreated = Time.time;
             points.Add(z);
             lastPosition = transform.position;
          }
          else
          {
             points[points.length - 1].position = transform.position;
             points[points.length - 1].timeCreated = Time.time;
          }
       }
       else if(points.length > 0)
       {
          points[points.length - 1].position = transform.position;
          points[points.length - 1].timeCreated = Time.time;
       }
    }
    
    if(!emit && lastFrameEmit && points.length > 0) points[points.length - 1].lineBreak = true;
    lastFrameEmit = emit;
    
    // approximate if we should rebuild the mesh or not
    if(points.length > 1)
    {
       cur1 = Camera.main.WorldToScreenPoint(points[0].position);
       lastCameraPosition1.z = 0;
       cur2 = Camera.main.WorldToScreenPoint(points[points.length - 1].position);
       lastCameraPosition2.z = 0;
       
       distance = (lastCameraPosition1 - cur1).magnitude;
       distance += (lastCameraPosition2 - cur2).magnitude;
       
       if(distance > movePixelsForRebuild || Time.time - lastRebuildTime > maxRebuildTime)
       {
          re = true;
          lastCameraPosition1 = cur1;
          lastCameraPosition2 = cur2;
       }
    }
    else
    {
       re = true;   
    }
 
 
    if(re)
    {
       lastRebuildTime = Time.time;
       
       i = 0;
       for(var p : Point in points)
       {
          // cull old points first
          if(Time.time - p.timeCreated > lifeTime)
          {
             points.RemoveAt(i);
          }
          i++;
       }
       
       if(points.length > 1)
       {
          var newVertices : Vector3[] = new Vector3[points.length * 2];
          var newUV : Vector2[] = new Vector2[points.length * 2];
          var newTriangles : int[] = new int[(points.length - 1) * 6];
          var newColors : Color[] = new Color[points.length * 2];
          
          i = 0;
          var curDistance = 0.00;
          
          for(var p : Point in points)
          {
             time = (Time.time - p.timeCreated) / lifeTime;
             
             if(colors.length > 0)
             {
                colorTime = time * (colors.length - 1);
                min = Mathf.Floor(colorTime);
                max = Mathf.Clamp(Mathf.Ceil(colorTime), 1, colors.length - 1);
                lerp = Mathf.InverseLerp(min, max, colorTime);
                color = Color.Lerp(colors[min], colors[max], lerp);
             }
             else
             {
                color = Color.Lerp(Color.w$$anonymous$$te, Color.clear, time);
             }
             
             if(sizes.length > 0)
             {
                sizeTime = time * (sizes.length - 1);
                min = Mathf.Floor(sizeTime);
                max = Mathf.Clamp(Mathf.Ceil(sizeTime), 1, sizes.length - 1);
                lerp = Mathf.InverseLerp(min, max, sizeTime);
                size = Mathf.Lerp(sizes[min], sizes[max], lerp);
             }
             else
             {
                size = 1;   
             }
             
             if(i == 0) lineDirection = p.position - points[i + 1].position;
             else lineDirection = points[i - 1].position - p.position;
             vectorToCamera = Camera.main.transform.position - p.position;
             
             perpendicular = Vector3.Cross(lineDirection, vectorToCamera).normalized;
             
             newVertices[i * 2] = p.position + (perpendicular * (size * 0.5));
             newVertices[(i * 2) + 1] = p.position + (-perpendicular * (size * 0.5));
             
             newColors[i * 2] = newColors[(i * 2) + 1] = color;
             
             newUV[i * 2] = Vector2(curDistance * uvLengthScale, 0);
             newUV[(i * 2) + 1] = Vector2(curDistance * uvLengthScale, 1);
             
             if(i > 0 && !points[i - 1].lineBreak)
             {
                if($$anonymous$$gherQualityUVs) curDistance += (p.position - points[i - 1].position).magnitude;
                else curDistance += (p.position - points[i - 1].position).sqrMagnitude;
                
                newTriangles[(i - 1) * 6] = (i * 2) - 2;
                newTriangles[((i - 1) * 6) + 1] = (i * 2) - 1;
                newTriangles[((i - 1) * 6) + 2] = i * 2;
                
                newTriangles[((i - 1) * 6) + 3] = (i * 2) + 1;
                newTriangles[((i - 1) * 6) + 4] = i * 2;
                newTriangles[((i - 1) * 6) + 5] = (i * 2) - 1;
             }
             
             i ++;
          }
          
          var mesh : Mesh = o.GetComponent(MeshFilter).mesh;
          mesh.Clear();
          mesh.vertices = newVertices;
          mesh.colors = newColors;
          mesh.uv = newUV;
          mesh.triangles = newTriangles;
       }
    }
 }
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