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Question by GirlProgramer · May 11, 2018 at 02:00 PM · colider

colider issues

hi guys im so confused when ever i attach a rigid body and / or a colider for my bullet for some stupid reason my bullet becomes my targets magicly. it doesnt do it when there is no collider so why/????? heres my code

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class ArrayTrack : MonoBehaviour { public int i = 0;

 public Transform target;
 public Transform Placeholderforaimer;

// public Transform Newtarget; public float degreesPerSecond; public Transform []Targets; public float DelayTimer; public Transform BulletShell; public Transform[] ClipSize; // public float BulletSpeed;

 public float speed;
 // Use this for initialization
 void Start () {
     Targets = new Transform[20];
     target = Placeholderforaimer;
     //  transform.LookAt(target);
     DelayTimer = 0.0f;
     ClipSize = new Transform[1];
    ClipSize[0] = BulletShell;
     speed = 5.0f;
 }
 
 // Update is called once per frame
 void Update () {

     RaycastHit hit;
     Ray Bullet = new Ray(transform.position, transform.forward);
     Debug.DrawRay(Bullet.origin, Bullet.direction * 8, Color.yellow);
     if(Physics.Raycast(Bullet, out hit, 100))
     {
         if (hit.collider.tag != "Player1") {
            // DelayTimer = DelayTimer - 0.1f;
             if (DelayTimer == 0) {
                 ClipSize[0] =  Instantiate(ClipSize[0]);
                 DelayTimer = 5.0f;
             }

             float step = speed * Time.deltaTime;
             ClipSize[0].transform.position = Vector3.MoveTowards(ClipSize[0].transform.position, target.position, step);
         }

     }


     

     Vector3 dirFromMeToTarget = target.position - transform.position;
     dirFromMeToTarget.y = 0.0f;
     Quaternion lookRotation = Quaternion.LookRotation(dirFromMeToTarget);
     transform.rotation = Quaternion.Lerp(transform.rotation, lookRotation, Time.deltaTime * (degreesPerSecond / 360.0f));
   //  transform.LookAt(target);
 }

 void OnTriggerEnter(Collider other)
 {
     
      
         if(target.transform.name == Placeholderforaimer.transform.name) { 
             if (i < 20) {
                 Targets[i] = other.transform;
                 target = Targets[i].transform;
                 i = i + 1;
             }
     }


 }

 void OnTriggerExit(Collider other)
 {
     if (other.transform.name == target.transform.name) {
         for (int i = 0; i < Targets.Length; i++) {
             if (Targets[i] != null)

             if (Targets[i].transform.name == target.transform.name) {
                     target = Placeholderforaimer;
                     Targets[i] = null;
                 
                 }
         }
     }


 }


}

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