Particle emitters and vanishing meshes...

Hey guys, I have this emitter on a mesh in one of my prefabs. Everything works fin until I make the call to stop the emitter from emitting. When that call is made the mesh that emitter is on vanishes. Any ideas?

Here is the code:

LightTrigger.js

var Root : GameObject;

function OnTriggerEnter(other : Collider){
	Root.BroadcastMessage("LightActivate");
	Root.BroadcastMessage("SoundActivate");
	Root.BroadcastMessage("turnOn");
}

LightDimmer.js

var lightActive : boolean = false;
var dimmable : boolean = true;
var lightBrite : float = 0;
var waitTime : float = 60;
var tryCount : int = 0;
var currentBrightness : float;
private var startTime : float;
var myLight : Component;
var Root : GameObject;

function Update(){
	if(lightActive  dimmable){
		lightDimmer();
	}
	if(myLight.light.intensity <= 0){
		tryNumber = tryCount + 1;
		Root.BroadcastMessage("EmitterDeactivate");
		lightActive = false;
		myLight.light.intensity = 0;
	}
}

function lightDimmer(){
	waitTime = waitTime + (10 * tryCount);
	currentBrightness = (waitTime - (Time.time - startTime)) / waitTime;
	myLight.light.intensity = currentBrightness * lightBrite;
}

function LightActivate(){
	myLight.light.intensity = lightBrite;
	Root.BroadcastMessage("EmitterActivate");
	startTime = Time.time;
	lightActive = true;
}

EmitterController.js

var emitterActive : boolean = false;
var myEmitter : Component;
myEmitter = gameObject.particleEmitter;


function EmitterActivate(){
	myEmitter.particleEmitter.emit = true;
	emitterActive = true;
} 

function EmitterDeactivate(){
	myEmitter.particleEmitter.emit = false;
	emitterActive = false;
}

Nevermind Guys I figured it out…

Particle Animator was set to Autodestruct

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