I can imagine particle systems are one type of objects where it makes a lot of sense to have the ability to self destruct already contained since there would be many occasions where they will be used in a one-shot fire-and-forget manner, so it’s nice to have a quick way to get rid of them.
There will be other occasions where one would have some object temporarily and need more control over its destruction, and other uses of similar coding techniques, so it makes a lot of sense to explain this approach in the course as well…
I tweaked my CollsionHandler script to have the ship explode and disappear into the VFX’s cloud, and since I currently have no better way to do this, I added another method to cascade several Invoke() calls in order to time the sequence of “start explosion”, “make ship disappear”, “restart with LoadScene()” with some delay inbetween… I’m quite sure there are much better ways to do this, but for the time being it works sufficiently well for me…