Gameobject with particle emitter get destroyed after it stopped emitting.

In short I’m making a space “exploration” game. You can mine asteroids in said game, and to visualize this effect I’m using a particle emitter. The thing is, my gameobject get’s destroy when the particle emitter stopped emitting.

So essentially it happens after the last particle have been picked up by my ship, or destroyed in any other way (I’m doing this with a Particle World Collider that decrease the energy level by the energy level of the particles).

To make this easier to understand here’s what happens.

  • [Asteroid Starts Emitting Particles]

  • 10 Particles are currently in world
    space and are being picked up by the
    ship.

  • [Asteroid Stops Emitting Particles]

  • 5 Particles are currently in world
    space

  • 2 Particles are currently in world
    space

  • [All particles have been picked up by
    the player!] - That’s the exact
    moment my asteroid gameobject gets
    destroyed.

It has to be some value in inspector that’s doing this, as the only thing I’m doing script wise is to tell the particle to emit towards the ship.

there should be a button on the particle emitter saying autodestruct. Disable this and the particle emitter should act the way you want.