How do I create a particle effect that triggers after a collision of the parent object?

I’m just starting out with unity and am creating a knock of flappy bird game. I want an explosion to happen once the player has been destroyed. I have the code for the destruction, and the particle system with the explosion. I just don’t know how to go about coding it to trigger on collision or destruction of the player.
Here’s is my code for the player, fyi it is 2D.

using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.VisualScripting;
using UnityEngine;

public class Movement : MonoBehaviour
{
// public calls
public LogicManager Logic;
public Rigidbody2D myRigidBody;
public float jump;
public bool birdIsAlive = true;
public GameObject explosionPrefab;

// private calls

// Start is called before the first frame update
void Start()
{
Logic = GameObject.FindGameObjectWithTag(“Logic”).GetComponent();
}

// Update is called once per frame
void Update()
{
// Jumping code
if (Input.GetKeyDown(KeyCode.Space) && birdIsAlive)
{
myRigidBody.velocity = Vector2.up * jump;
}
// WIP ability
if (Input.GetKeyDown(KeyCode.S) && birdIsAlive)
{
myRigidBody.velocity = Vector2.down * jump;
}
// No go border zone outside of the camera view.
if (transform.position.x < -12 || transform.position.y < -7 || transform.position.y > 7)
{
Logic.gameOver();
birdIsAlive = false;
Destroy(gameObject);
}
}
//Called once player object collides with another collider.
private void OnCollisionEnter2D(Collision2D collision)
{
Logic.gameOver();
Destroy(gameObject);
Debug.Log(“The bird has diededed!”);
}
}

I attached the .cs file if its easier to read that way. any and all help is appreciated!

8996827–1239217–Movement.cs (1.47 KB)

Great! Welcome! Go find any one of the over two million tutorials and start there.

8997475--1239373--Screen Shot 2023-05-07 at 7.24.57 AM.png

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

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Finally, when you have errors, don’t post here… just go fix your errors! Here’s how:

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

In the future, if you have a problem, here is:

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
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If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

At the risk of being shot down for extreme pedantry, “The bird has diededed!” isn’t a word, just put “The bird has died!”

Haha lol yea I forgot to change that before I put this here. its an inside joke with my dad who tried helping me with this.

TBH I fixed it, but not sure what I did.