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moving a disabled particle system that's set to distance emission

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no matter how hard i disable this particle system it still emits particles in a line when i move its transform. heres my code: function load() { boltParticles.emissionRate=0; // try to stop it from emitting by making it not emit. boltParticles.enableEmission = false; // try to stop it from emitting by turning the emission off. trailRender.enabled = false; transform.position = hand.position; // move into position everything is off by this point. yet it still emits. transform.rotation = hand.rotation; boltParticles.Clear(); // i even clear the particles, and they still show up. rigidbody.velocity=Vector3.zero; } function fire() { targetVec = pointer.position; fired=true; trailRender.enabled = true; renderer.enabled = true; boltLight.enabled = true; collider.enabled = true; boltParticles.emissionRate = BPEMRate; // set the emission rate back to normal boltParticles.enableEmission = true; // turn it back on } function explode() { fired=false; renderer.enabled = false; collider.enabled = false; rigidbody.velocity=Vector3.zero; explodeParticles.Emit(20); explodeLight.range=10; } code is ran in this order: load >> fire >> explode then it repeats if u click again. i have come across this before, but i was always able to solve it by turning it back on **after** a yield waitForEndOfFrame();. but in this case i'm getting a bunch of coroutine errors, and that's over my head right now. my question is this: is there any way to stop it from emitting during the re-position, without using coroutines?

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