Ugh, has anyone found a workaround for this? I can’t figure out any way to hide or remove a particlefx component and all it’s particles immediately and it’s driving me nuts.
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I tried setting the
tint
to a transparent color, as recommended in that other thread, but that doesn’t seem to affect already spawned particles. -
Deleting the game object doesn’t remove already spawned particles (which is usually an awesome feature, but in this case it’s the opposite).
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The only possible solution I found was to set the emitter’s
emission space
toemitter
and move the game object off the screen, but I really need my emitter to work in world space.
Incidentally, I found out that:
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Trying to
set_constant()
on a particlefx that is not playing gives an error:WARNING:GAMESYS: Particle FX to set constant for could not be found.
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The emitter_state callback is very useful, but also gives you errors if you delete the game object before the last particle has died, and there’s no way to disable the callback before that happens.