Guest Red Ocktober Posted July 1, 2010 Share Posted July 1, 2010 i'm writing up a portal GameObject, and so far it's working... allowing me to transition from level to level (scene to scene)... but i can seem to get rid of the particles from the previous scene... i think i'm shutting down the emitter.. but the flames still presist in the new level... i've tried ..world.emitters.clear... looping through and clearing em... setting the emitter radius to zero... any suggestions appreciated... has anyone done this successfully before... --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted July 1, 2010 Share Posted July 1, 2010 ClearWorld() or FreeWorld() should do it. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted July 1, 2010 Share Posted July 1, 2010 thx... tried those... causes the new level to crash... looking at em again... i think i forgot to stop the event hooks during level change... --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted July 1, 2010 Share Posted July 1, 2010 The new level doesn't crash if you create it immediately after FreeWorld(). You can't do any other commands before the new CreateWorld(). Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted July 1, 2010 Share Posted July 1, 2010 ahhhh... lets give that a go... thx [edit] no luck... funny though... my gameObject emitters dissapear, but regular emiiters don't... the solution is simple... but i think i'm gonna get bitten by this further down the road thx again for the assist... --Mike Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted July 2, 2010 Share Posted July 2, 2010 ..RO, try to create class what will keep eye on all objects created and flush them out when they are discarded(just before loading new scene with all assets).. 1 Quote Link to comment Share on other sites More sharing options...
ZioRed Posted July 2, 2010 Share Posted July 2, 2010 Have you called FreeWorld()+CreateWorld() with the transparency world I suppose? Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
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