My "slideParticle" don't turn on!

i have a big problem with my particle “slide particle”. I dont know how to make it turn on and off. I was searching for hours now. If anybody knows why i this line of code doesn’t work just tell me :slight_smile:

using System.Threading;
using TMPro;
using UnityEngine;

public class MovementScript : MonoBehaviour
{
    public float jumpForce = 2f;
    private float wallSlideSpeed = 1;
    public bool naZiemi = false;
    public bool developerTools = false;
    public bool dotykaSciany = false;
    public AudioClip skokSFX;
    public AudioClip deathSFX;
    public AudioSource playerAudio;
    private Rigidbody2D rb;
    public ParticleSystem skokParticle;
    public ParticleSystem deathParticle;
    public ParticleSystem slideParticle;
    private Vector2 punktMyszy;


    void Start ()
    {
        rb = GetComponent<Rigidbody2D>();
        playerAudio = GetComponent<AudioSource>();

    }

    void Update ()
    {
        if (Input.GetKeyDown(KeyCode.Mouse0) && naZiemi)
        {
            punktMyszy = Camera.main.ScreenToWorldPoint(Input.mousePosition);

            Vector2 lokalnaPrzestrzeń = punktMyszy - (Vector2)transform.position;

            rb.AddForce(new Vector2(lokalnaPrzestrzeń.x, lokalnaPrzestrzeń.y * jumpForce), ForceMode2D.Impulse);

            skokParticle.startSize = lokalnaPrzestrzeń.y / 3;
            skokParticle.startSpeed = Mathf.Clamp(5, lokalnaPrzestrzeń.x, float.MaxValue);

            if (naZiemi)
            {
                skokParticle.Play();
                playerAudio.PlayOneShot(skokSFX, .5f);
                transform.Translate(Vector3.zero);
            }
        }
        if (Input.GetKeyDown(KeyCode.P))
        {
            developerTools = true;
            Debug.Log("Developer tools turned on! Have fun!");
        }
        if (dotykaSciany)
        {
            rb.velocity = new Vector2(rb.velocity.x, Mathf.Clamp(rb.velocity.y, -wallSlideSpeed, float.MaxValue));
            slideParticle.Play();
        }
        else if (!dotykaSciany)
        {
            slideParticle.Stop();
        }
    }
    void OnCollisionEnter2D (Collision2D collision)
    {
        naZiemi = true;
        if (collision.gameObject.CompareTag("Obstacle") && !developerTools)
        {
            Debug.Log("You just collided with a obstacle!");
            deathParticle.Play();
            AudioSource.PlayClipAtPoint(deathSFX, transform.position);
            transform.DetachChildren();
            Debug.Log("you just died!");
            Destroy(gameObject);
        }
    }
    void OnCollisionExit2D (Collision2D collision)
    {
        naZiemi = false;
        Debug.Log("Box Collider just stopped coliding with a object!");
    }
    private void OnTriggerEnter2D (Collider2D collision)
    {
        dotykaSciany = true;
        Debug.Log("Touching a wall!");
    }
    private void OnTriggerExit2D (Collider2D collision)
    {
        dotykaSciany = false;
        Debug.Log("Stopped touching a wall!");
    }
}

and here’s what settings “slideParticle” has: