I want to call the particle system routine that Unity calls internally when it collides with something, even if it hasnt colliding with something, i.e. I want to act as if it has collided with something
Missile PS flies along if it hits a wall etc it explodes, i.e. causes #2
it triggers its death routine which creates an explosion particle system
OK this is all well and good,
but say I want to say to the MissilePS halfway during its flight, selfdestruct, i.e. goto #2
how do I do this?
I suppose I could temporary create an invisible wall, where the missile is, wait for it to collide and then remove the wall, but thats a hacky mess and just bad design, surely its possible to trigger a PS’s death (DestroyObject is not good as it removes it instantly)
I asked this back in 2017 and did not get a satisfactory answer
ignore my last response as I see now its a hack and doesnt work well
What exactly are you asking? When the missile hits the wall it explodes… if you want to cause that to happen at another time, such as at halfway through, or such as when the user hits a key, just map that occurrence to the same terminate-and-explode code.