Hello,
At the moment I’m working on a game with the goal to destroy objects.
When an object is destroyed a particle system is a particlesystem is initiated.
I then add up the amount of particles and that should be the score.
This is de code I use:
void VindVlekken()
{
float score = 0;
vlekken = GameObject.FindGameObjectsWithTag("splash"); //Vult een array met objecten met de tag splash
for (int i = 0; i < vlekken.Length; i++)
{
ParticleSystem splash = vlekken[i].GetComponent<ParticleSystem>();
int aantalSplash = splash.particleCount; //De particles onstaan pas een paar frames na de start dus de eerste partcleCounts geven 0
score += aantalSplash;
}
Debug.Log(score);
}
The problem is that when particles disapear (are killed) the amount of particles doesn’t change.
This method is called in the update() so I would expect the amount to be updated…
Is there a way to really count the particles in a scene?
I must say that I’m really new to programming and such, so I apologize if I’m slow of understanding