17-10-2018, 08:29 AM
(16-10-2018, 12:25 AM)docgonzzo Wrote: Thanks so much for the response! Good to know I was barking up the wrong tree
In the end, I solved this by destroying (lifespan = 0.0) the particles immediately after their collision callback. Since the 2nd cup isn't transparent it's ok for me to destroy the particles.
I also added a 2nd collider on the floor to count and destroy any spillage. The count always comes out to 55 when you add-up what went in the cup and what fell to the floor.
But, unforeseen consequence was that I also needed to set the emitter speed to 0 because it would start re-creating the particles after destroying them.
Anyway, it works the way I need it to now.
Thanks again!
Glad you got it working!