# dieWithParticles

> Specifies whether trails disappear immediately when their owning particle dies. When false, each trail persists until all its points have naturally expired, based on its lifetime.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

```csharp
public bool dieWithParticles { get; set; }
```

### Examples

```csharp
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    private ParticleSystem ps;
    public bool dieWithParticles = true;

    void Start()
    {
        ps = GetComponent<ParticleSystem>();

        var main = ps.main;
        main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
        main.startSizeMultiplier = 0.1f;
        main.startLifetimeMultiplier = 1.0f;

        var trails = ps.trails;
        trails.enabled = true;

        var psr = GetComponent<ParticleSystemRenderer>();
        psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
    }

    void Update()
    {
        var trails = ps.trails;
        trails.dieWithParticles = dieWithParticles;
    }

    void OnGUI()
    {
        dieWithParticles = GUI.Toggle(new Rect(25, 25, 200, 30), dieWithParticles, "Die With Particles");
    }
}
```
