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Question by SniperED007 · Sep 28, 2013 at 07:30 PM · shootingscorebullets

How to detect which player shot the bullet?

A player shoots a bullet:

 if (Input.GetButtonDown("Fire1"))
         {
             Rigidbody bulletInstance;
             bulletInstance = Instantiate(Bullet, barrelEnd.position, barrelEnd.rotation) as Rigidbody;
             bulletInstance.AddForce(barrelEnd.forward * Velocity);    
         }

And then when my bullet hits the enemy I want to know which players bullet it was that shot the bullet. This is in my Bullet class:

 void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Enemy")
     {
         collision.gameObject.SendMessage("Hit");
         Destroy(gameObject);
     }
 }

Basically what I want to do is to be able add to the score of the player who shot the bullet. Any ideas?

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Answer by aldonaletto · Sep 28, 2013 at 07:40 PM

You should place a reference to the shooter in the Bullet script when shooting - like this (supposing that the bullet script is called Bullet.cs):

 if (Input.GetButtonDown("Fire1"))
        {
          Rigidbody bulletInstance;
          bulletInstance = Instantiate(Bullet, barrelEnd.position, barrelEnd.rotation) as Rigidbody;
          bulletInstance.AddForce(barrelEnd.forward * Velocity); 
          // set the shooter variable in the bullet script:
          bulletInstance.GetComponent<Bullet>().shooter = transform;
        }

Obviously, you should declare a public Transform variable shooter in the bullet script

 public Transform shooter;
 
 void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Enemy")
     {
        collision.gameObject.SendMessage("Hit");
        Destroy(gameObject);
        shooter.SendMessage("AddToScore", 5); // add 5 points to the shooter's score
     }
 }

And some script attached to the player should have the function AddToScore that would effectively increment the score:

 void AddToScore(int points){
     score += points;
 }
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avatar image arjunksajsab · Jul 19, 2017 at 05:50 AM 0
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hello, i would like to know whether this is possible in the case where we instantiate bullet in a [command](Cmdshoot())??

avatar image stjernerlever · Jul 18, 2019 at 09:10 AM 0
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But you never set your shooter equal to anything? You just say there is a public transform shooter. Since the bullet is spawned, you cannot assign it in the inspector. So how do you assign it during runtime?

avatar image Hellium stjernerlever · Jul 18, 2019 at 09:30 AM 0
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You will find the answer in the provided code....

       bulletInstance.GetComponent<Bullet>().shooter = transform;

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