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Question by Impz · Sep 27, 2016 at 10:38 AM · 2dcollisioncollider2d2d-physics2d animation

Bullet Trail not destroying on collision

Currently I have it setup to Debug when it $$anonymous$$ts "X" layer (w$$anonymous$$ch works fine) and it replies with the Debug message, however the Bullet Trail goes thru the object. I want it to destroy on contact and be replaced with explosionprefab. (keep in mind my coding is atrocious. I need to clean it up)

Gun Script: public class Gun : MonoBehaviour {

     public float FireRate = 0;
     public float Damage = 10;
     public LayerMask WhatToHit;
 
     public Transform BulletTrailPrefab;
     public Transform explosionPrefab;
 
     float SpawnRate = 10;
     float TimeToSpawnEffect = 0;
     float timeToFire = 0;
     Transform firePoint;
 
     // Use t$$anonymous$$s for initialization
     void Awake () {
         firePoint = transform.FindC$$anonymous$$ld ("FirePoint");
         if (firePoint == null)
         {
             Debug.LogError("No firepoint? POR QUEEEEEE!!!");
         }
     }
     
     // Update is called once per frame
     void Update () {
         //Is it a single fire weapon? (Pistol)
         if (FireRate == 0)
         {
             if (Input.GetButtonDown("Fire1"))
             {
                 Shoot();
             }
         }
         //Not Single Fire? T$$anonymous$$s checks and makes it calculate the time between shots.
         else
         {
             if (Input.GetButton ("Fire1") && Time.time > timeToFire)
             {
                 timeToFire = Time.time + 1 /FireRate;
                 Shoot();
             }
         }
     }
 
     void Shoot ()
     {
         Vector2 mousePosition = new Vector2 (Camera.main.ScreenToWorldPoint (Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
         Vector2 firePointPosition = new Vector2(firePoint.position.x, firePoint.position.y);
         RaycastHit2D $$anonymous$$t = Physics2D.Raycast (firePointPosition, mousePosition-firePointPosition, 100, WhatToHit);
         if (Time.time >= TimeToSpawnEffect)
         {
             Effect();
             TimeToSpawnEffect = Time.time + 1 / SpawnRate;
         }
         //Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition)*100);
         if ($$anonymous$$t.collider != null) {
             Debug.Log("We $$anonymous$$t" + $$anonymous$$t.collider.name + " and did" + Damage + " damage.");
         }
     }
 
     void Effect()
     {
         Instantiate(BulletTrailPrefab, firePoint.position,firePoint.rotation);
     }
 
     void OnCollisionEnter(Collision collision)
     {
         ContactPoint contact = collision.contacts[0];
         Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
         Vector3 pos = contact.point;
         Instantiate(explosionPrefab, pos, rot);
         Destroy(gameObject);
     }
 }

Bullet Script: public class Bullet : MonoBehaviour {

     public int moveSpeed = 220;
 
     // Update is called once per frame
     void Update()
     {
         transform.Translate(Vector3.right * Time.deltaTime * moveSpeed);
         Destroy(gameObject, 1);
     }
 
     void OnCollsionEnter(Collision collision)
     {
         foreach (ContactPoint contact in collision.contacts)
         {
             Debug.DrawRay(contact.point, contact.normal, Color.cyan);
             Destroy(gameObject);
         }
     }
 }

Hoping to get t$$anonymous$$s fixed soon, maybe I can't find a solution because I've been looking at it too long... Or I'm just too new.

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