EteeskiTutorials' bullets (raycast bullets with gravity)

Hi, for my game I used EteeskiTutorial’s bullets from one of his series ( RZtuts1: Laser Pointer. Unity3D Tutorial (FPS) - YouTube ), I only used the tutorial [1/5] though because it’s the only one that I need for my game, the problem is that the bullets in my game compared to his are huge, but with this I mean like, they are slow, and have almost same widht as a player/enemy, so how can I make multiple raycasts so it hits with the true size of the object? since you probably won’t watch a tutorial just to help me, here, have my script (and it’s actually in c#, he did it in js)

public class Projectile : MonoBehaviour {

	public float speed = 100f;
	public float lifeTime = 7f;
	public GameObject decalHitWall;
	
	[HideInInspector]
	public Vector3 moveDirection;
	[HideInInspector]
	public float shortestSoFar;
	
	[HideInInspector]
	public Vector3 instantiatePoint;
	[HideInInspector]
	public Quaternion instantiateRotation;
	[HideInInspector]
	public bool foundHit = false;
	
	public bool damagePlayer = false;
	public int damage = 20;
	
	void Awake () {
		moveDirection = transform.forward * speed;
		shortestSoFar = Mathf.Infinity;
		foundHit = false;
		
	}
	
	void Update () {
		transform.rotation = Quaternion.LookRotation(moveDirection);
		RaycastHit[] hits;
		hits = Physics.RaycastAll(transform.position, transform.forward, speed * Time.deltaTime);
		foreach (var hit in hits){
			float tempDistance = Vector3.Distance(transform.position, hit.point);
			if(tempDistance < shortestSoFar){
				instantiatePoint = hit.point;
				instantiateRotation = Quaternion.LookRotation (hit.normal);
				shortestSoFar = Vector3.Distance(transform.position, hit.point);
				foundHit = true;
				GameObject spawnParticles = (GameObject)Instantiate (decalHitWall, instantiatePoint, instantiateRotation);
				if(hit.transform.tag == "Enemy" && !damagePlayer){
					hit.transform.parent.GetComponent<EnemyScript>().health -= damage;
					shortestSoFar = Vector3.Distance(transform.position,hit.point);
					Destroy (transform.root.gameObject);
				}
				if(hit.transform.tag == "Player" && damagePlayer){
					hit.transform.GetComponent<Player>().health -= damage;
					shortestSoFar = Vector3.Distance(transform.position,hit.point);
					Destroy (transform.root.gameObject);
				}
				if(hit.transform.tag == "LevelPart"){
					Destroy (transform.root.gameObject);
					shortestSoFar = Vector3.Distance(transform.position,hit.point);
				}
			}
		}
		
		transform.position += moveDirection * Time.deltaTime;
		
		lifeTime -= Time.deltaTime;
		
		if(lifeTime <= 0f){
			Destroy(gameObject);
		}
	}
}

Thanks in advace

Just cast multiple rays from the bullet. One in each “corner” and the middle should do.