IEnumerator Die()
{
_hasDied = true;
_scoreManager.MonsterPoints(_monsterPoints);
GetComponent().enabled = false;
GetComponent().sprite = _deadMonster;
var ftext = Instantiate(_FloatingTextPrefeb, transform.position, Quaternion.identity); //floating text spawnen
ftext.GetComponent<TextMeshPro>().text = _monsterPoints.ToString();
int index = UnityEngine.Random.Range(0, _audioClipsDeath.Length);
AudioClip clip = _audioClipsDeath[index];
GetComponent<AudioSource>().PlayOneShot(clip);
yield return new WaitForSeconds(1);
Instantiate(_ParticlePrefab,transform.position,Quaternion.identity); //death effect spawn
gameObject.SetActive(false);
i added the 2 ftext → floating text lines and now the particle effect that starts when the object gets deactivated blocks my GUI text.
when i delete the 2 lines everything works fine.
