My question when we use audio source we have to cache and declare before we use like this
[SerializeField] ParticleSystem crashParticle;
ParticleSystem PS;
private void Start()
{
AS = GetComponent<AudioSource>();
}
AS.Stop(); or
AS.PlayOneShot(crashingSound);
But in case of particle system we are staright saying
winParticle.Play();
we not caching or it declaring it so how it is working