I’m having a brain cramp. I am working on having a person walk down a hallway and trigger an explosion that then shows a fire. I know how to create the trigger, the explosion and the fire but for some reason, adding these all up is causing me to brain fart. Maybe I have been staring at this too long…
I guess what I am cramping on is the transition from explosion to static fire.
the explosion is going to be something that I would imagine is only going to exist for a short period. So you’ll need to instantiate the fire as a separate gameobject at the end of the explosion.
You could do that instantiation in the OnDestroy() function of the explosion and chain the effects (trigger => spawn explosion, explosion destroy => spawn fire).
Or you could have a “management” coroutine do the work (trigger => start coroutine, coroutine spawn explosion, coroutine spawn fire after a yield).
I guess it’ll depend a little on what sort of timing you want.
Thanks, I dont know why I was cramping on that.