Just check if the array.count is 0 and if it is 0 then try spawning all the hair until it is bigger than 0 that’s what I meant when i told you to modify the script.
Depending on how the hair is drawn (from an array or simply random iteration) and the fact that it is “so” regular in not drawing hair but will on the next “enter”, I would be inclined to embed some of the potential trouble maker variables on the actual interface and watch their values on the redraw. Particularly the array size or the index that distinguishes which arrays are drawn…
What I’m doing to create the hair is generating a grid of hair, colliding some of that grid is a “hair shape” hitbox, and then deleting anything that didn’t collide with the hair shape. Then the hairs grow outward from that randomly. But I’m not using an array.
I would post the code but its like 3 separate scripts and doesn’t make much sense out of context.