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Question by unity_q3nZ52RXZ2UP2g · Sep 16, 2017 at 08:54 PM · collisiondamagecalculation

Damage gets multiplied for some reason.

So I made a collision damage script but for some reason the variables get multiplied but it works fine if I stand at certain angles.

Script for enemy projectiles. It sometimes multiplies x2:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class ebulletdamage : MonoBehaviour {
 
 
     public float damage = -10;
     public float lifetime = 0.5f;
 
 
 
 
     void OnCollisionEnter(Collision other)
     {
 
         if (other.gameObject.tag == "Player")
         {
             other.gameObject.GetComponent<playerhealth>().ChangeHealth(damage);
             Destroy(gameObject);
         }
     }
     void Update()
     {
        Destroy(gameObject, lifetime);
     }
 
 }

Player health:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class playerhealth : MonoBehaviour
 {
     public float maxHealth = 100f;
     public float curHealth = 100f;
 
 
 
     void start()
     {
         
     }
 
     void Update()
     {
 
     
     }
 
     public void ChangeHealth(float PAmount)
     {
         curHealth += PAmount;
     }
 
 }
 

Medkit. It gets multiplied x4:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class medkit : MonoBehaviour {
     public float heal = 10;
     // Use this for initialization
     void OnCollisionEnter(Collision other)
 
     {
 
         if (other.gameObject.tag == "Player")
         {
             other.gameObject.GetComponent<playerhealth>().ChangeHealth(heal);
             Destroy(gameObject);
         }
 
 
     }
 
    
 }
 
 
 

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