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  • this was added in a recent beta, it's on the browser object

    Thanks a million!

  • Hi. I recently just published another game, and have menu items that play sounds when hovered over. You can still do this when the game is not in focus, but the sounds will not play then, and will instead stack up until the game is then focused, making an awfully loud sound. How do I detect if the game is not in focus to prevent these sounds from firing?

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  • The effect sprite is always spawned at the particle object position. If you know which coin the particle object is attached to (say with hierarchy or pin), you can accurately pick that coin.

    My effect sprites are given a small random offset in the particle parameters itself. There's a chance that, through sheer randomness, they could end up 'closer' to a different coin than the one that they are spawning from.

    Currently, I have the coin spawning a particle system and adding that system as a child. The system then spawns effect sprites. The root of the issue is that there's no way to actually make the connection between the particle system and its spawned effect sprites, unless there's some way Scripting could access that?

  • The only solution I can think of is to check which coin is the nearest (or overlapping) when the effect object is created.

    I thought about this and have tested it, but this method is very rudimentary and not entirely accurate depending on how the Particle objects end up moving.

  • Hi there. I have some coins.

    These coins spawn a Particle, to create a shine effect. These Particles use the built-in functionality of spawning a separate object as part of the system instead of the using Particle's own image.

    As you can see, all of the shine effects are gold. I would like the silver ones to have a silver shine, and the Sprite object I am using has animations for both gold and silver.

    How can I check if the Particle the object is a part of is gold or silver?

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bobatealee

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