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Question by areFranz · Feb 03, 2014 at 05:19 PM · collisionraycastbullet

Bullet Shoot with RayCast don't destroy onCollisionEnter

Hi All! I've making an FPS Game and i have a charachter controller width attached a spawn object with attached the script for shooting.

         if (curWeapon == "Sniper") {
             if (Input.GetButtonDown ("Fire1")) {
                 Ray ray = cam.ScreenPointToRay (new Vector3 (Screen.width / 2, Screen.height / 2, 0));
                 RaycastHit $$anonymous$$t = new RaycastHit ();
                 
                 if (Physics.Raycast (ray, out $$anonymous$$t)) {
                     Debug.Log ("Ray");
                     Debug.DrawLine (transform.position, $$anonymous$$t.point, Color.red);
          
                     Debug.Log ($$anonymous$$t.point);
                     Rigidbody instantiatedProjectile = Instantiate (projectile, transform.position, transform.rotation) as Rigidbody;
          
                     instantiatedProjectile.velocity = ($$anonymous$$t.point - transform.position).normalized * 20;
                     instantiatedProjectile.rotation = Quaternion.LookRotation (instantiatedProjectile.velocity);
                 }
             }
         }

Attached to the projectile prefab i have t$$anonymous$$s script:

 public class BulletCollision : MonoBehaviour {
     
     void OnCollisionEnter (Collision col)
     {
         Debug.Log ("Destroy");
         Destroy (t$$anonymous$$s.gameObject, 0.0f);
     }
 }

The problem is that the collision is detected but the projectile don't destroy...

The setting of the scene is:

  • Walls with mesh Collider

  • prefabs with rigidbody and sphere collider and the above script

  • spawn object with shooting script

Why the projectile pass through walls even if collisionenter is setted?

Thanks in advance.

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Answer by Narv · Feb 03, 2014 at 05:37 PM

So the word "Destroy" is appearing in the log? is t$$anonymous$$s when you shoot the walls or when you shoot anyt$$anonymous$$ng else? Is the collider on the wall set to "trigger" by chance? does it have a rigidbody component on it for the collision? have you tried setting both to triggers and used "OnTriggerEnter" to see if it's a physics issue?

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