I have a prefab “cube” which contains a simple particle system.
I have it exposed as
Public ParticleSystem SuccessParticles {get;set;}
in my code I call cube.SuccessParticles.Play();, and the particle system plays fine, but as soon as it is finished my cube’s Active state is set to false.
The same thing happens when I set “PLay on Awake” to true.
I wonder if you can tell me what I’ve done incorrectly?