Hi,
In my game I have a cannon that shoots balls.
When the firebutton is hit, a clone of a ball (game object) is fired.
When the firebutton is hit for the second time, a new clone is fired and the old clone is destroyed.
I have a particle system for some smoke effects when the old clone is destroyed. Something like this:
particlesystem.enableEmission = true;
yield WaitForSeconds(1.0);
Destroy(GameObject.Find("ball(Clone)"));
particlesystem.enableEmission = false;
That all works fine, but…
Of course the smoke effect must be at the position of the old clone that will be destroyed but it is at the position of the original ball.
How can I have the particle system at the position of the clone?
Actually, the particle system is also cloned, just as the ball. But how can I enable the emission from this cloned particle system?
I only can enable the emission of the original particle system.