Closed Seanharrs closed 7 years ago
Current system uses an AudioSource component on the object itself, but that object is disabled when collected so the AudioSource never has a chance to play the sound. Changing it to use AudioSource.PlayClipAtPoint() will resolve this.
Current system uses an AudioSource component on the object itself, but that object is disabled when collected so the AudioSource never has a chance to play the sound. Changing it to use AudioSource.PlayClipAtPoint() will resolve this.