Particle System and Trigger Colliders

I can’t post my whole project, but basically imagine a trigger collider (10 meter sphere) around the player. If a particle enters that trigger collider, I want to do something (like a pop up that says “vision is obscured!”). I don’t want the particles to actually collide and be moved by this collider, thus it is a trigger.

I cannot get the OnParticleCollision to activate when the collider is a trigger. I’ve found a few posts/youtube videos saying this is true, but I haven’t found any Unity documentation on it.

Is there a way to do this?

The physics team don’t deal with this. If you have a particle question then it’s best to add a tag of “particles” so they can see it.

It’s right there in the particle docs and the first link in a Google Search: https://docs.unity3d.com/Manual/PartSysTriggersModule.html

Just like physics itself, there’s a distinction between a collision and trigger.

So in my actual sim I have dozens of short lived particle systems being created at any point and potentially hundreds of dynamically created colliders. The trigger module seems to suggest that I would have to keep track of all of my particle systems and then register any dynamically created collider against all of them? I would hope there is a way to do this with layers as is done with the collider module?

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I’m not a particle dev. As I said, you should use the particles tag to try to get a particle devs attention. The physics teams did not create the particles modules etc. Personally, I’ve never used them.

Sorry.

Sorry we only have an option for a list of colliders in the trigger module.

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