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I'm using the explode() effect when a flower pot falls to the ground.
The problem is that some new parts penetrate the ground. This doesn't occurs when I use the explodeOnClick() script. Can you explain me why occurs this?
I'm also interested in delete the new gameObjects generated. How can I do this?
Regards.
The text was updated successfully, but these errors were encountered:
My job is to do a flowerpot that falls to the ground. So, first the flowerpot break into a small pieces and after X seconds I want to remove the new pieces
I don't know if you still need to accomplish this, but on the off chance you do, I accomplished this by adding a script to the subpieces (they're created as GameObjects under the original sprite), this script basically counts down for a set amount of time in Update, and when it reaches 0, deletes the game object. Though actually for my particular use I'm also fading it out then deleting it at 0 alpha.
This may not be the most performant way to do things, but I don't notice any significant performance hits over what exploding lots of objects at once already does.
Hi,
I'm using the explode() effect when a flower pot falls to the ground.
The problem is that some new parts penetrate the ground. This doesn't occurs when I use the explodeOnClick() script. Can you explain me why occurs this?
I'm also interested in delete the new gameObjects generated. How can I do this?
Regards.
The text was updated successfully, but these errors were encountered: