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Скачать или смотреть How to Play Particles for a Specific Cloned Game Object in Unity

  • vlogize
  • 2025-09-09
  • 1
How to Play Particles for a Specific Cloned Game Object in Unity
How to play particles for a specific cloned game object in Unity?c#unity game engineparticlesparticle system
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Описание к видео How to Play Particles for a Specific Cloned Game Object in Unity

Discover the best practices for triggering particle effects in Unity when a game object collides. Learn how to properly set up particle systems in your game for more engaging experiences!
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This video is based on the question https://stackoverflow.com/q/62211981/ asked by the user 'Jelly Qwerty' ( https://stackoverflow.com/u/13460562/ ) and on the answer https://stackoverflow.com/a/62212508/ provided by the user 'Mykhailo Khadzhynov' ( https://stackoverflow.com/u/12891414/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

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The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

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How to Play Particles for a Specific Cloned Game Object in Unity

Creating interactive and visually appealing games in Unity often involves adding effects like particles. For many developers, getting these effects to work correctly can be a challenge. In this guide, we address a common issue: how to ensure that particles are emitted from a specific game object upon collision, rather than indiscriminately from others. We will walk through a scenario involving a player-controlled cube and falling cones and provide solutions to ensure the particles are correctly tied to the individual cone that makes contact.

The Problem

In your Unity game, you have a cube that the player controls, which tries to dodge falling cones. When a cone collides with the cube, you want to trigger a particle effect to visually represent that collision. However, you notice that when a cone hits the cube, particles are being emitted from other cones instead of the one that collided. This defeats the purpose of having a dedicated visual response to each collision, leading to confusion for players.

Analyzing Your Current Implementation

The existing setup that you've shared consists of two scripts: one for the cone and one for the cube. Here’s a brief overview of how they work:

The Cube Script

The cube script listens for collision events with cones and calls a static method to play particle effects. However, the way it is currently set up means that the particle system being triggered isn't linked to the cone itself, but rather a global instance. This causes unintended particles to play from other cones.

The Cone Script

The cone script, which is responsible for the particle effects, should be modified so that it can directly control its individual particle system upon collision with the cube.

Solution Breakdown

To solve this issue, we will make a few key changes. Follow these steps for a cleaner and more effective solution:

Step 1: Remove Cone-Related Logic from Cube Script

In the cube's collision handling method, you need to remove the static call to the particle method. Instead, just focus on handling HP decrement like so:

[[See Video to Reveal this Text or Code Snippet]]

Step 2: Assign Particle Variable in the Inspector

Make the ParticleSystem variable assignable directly in the inspector by using the [SerializeField] attribute. This allows you to easily drag and drop the particle system in the Unity editor:

[[See Video to Reveal this Text or Code Snippet]]

Step 3: Redefine Collision Processing in the Cone Script

The logic to play the particle effect should now reside within the cone script itself. You will listen for collisions with the cube and play the particle effect like this:

[[See Video to Reveal this Text or Code Snippet]]

Step 4: Clean Up Unnecessary Statics

Since we’re modifying the scripts to work on an instance basis rather than globally, remove any unnecessary static references from your scripts. For simplification, your move class should only contain instance variables and methods relevant to that instance.

Conclusion

Now that you've updated your scripts, each cone will emit its own particles upon collision with the cube as intended. This not only provides clearer feedback to the player but also enhances the overall visual dynamics of your game. By ensuring the right context for your particle effects, your game will feel more polished and engaging.

Gameplay in Unity hinges on attention to detail, and mastering particle systems can elevate your game development skills. If you have any questions or need further clarification, feel free to reach out in the comments below!

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