trail renderer disapear, strange behavior

Am trying to make 2 falling stars.

When player hit a trigger area, the star move with some speed (- some aceleration).
the stars are 2 planes with materials (particles/alpha blended multiply) and trail renderer

here is the code

using UnityEngine;
using System.Collections;

public class control_cometa : MonoBehaviour {
	
	public GameObject cometa_estela;
	public bool movimiento=false;
	/*public float p_mov_x=1;
	public float p_mov_y=1;*/
	public float velocidad=10f;
	public float desaceleracion=2f;
	// Use this for initialization
	
	void Start () {
		cometa_estela.gameObject.active = false;
	}
	
	// Update is called once per frame
	void Update () {
		if(movimiento){
			cometa_estela.transform.Translate(Vector3.left * velocidad);
			velocidad -= desaceleracion;
			if(velocidad<0){
				movimiento=false;
				Destroy (cometa_estela);
				Destroy (gameObject);
			}
		}
	}
	
	void OnTriggerEnter( Collider colison ){		
		if( colison.gameObject.tag == "jugador" ){			
			if(!movimiento){
				//Debug.Log("mov");
				cometa_estela.gameObject.active = true;
			 	//StartCoroutine(mover_cometa());
				movimiento=true;
			}
		}
	}
}

The result is this:

please show me how to see my star :smiley:

My guess here you use the gameObject.active = false to hide the object. Try using this:

cometa_estrela.renderer.active = false;

I am thinking that when you deactivate the entire game object, it stops responding collisions, and can’t reactivate itself.

Maybe I am wrong, but that is what crossed my mind.

Otherwise, your collision could be messed up, missing rigidbody or the trigger box checked.

Good luck!