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Question by Stalino · Nov 27, 2017 at 02:22 AM · c#collisiondestroyprojectile

How to delete this projectile after touching anything?? (C#)

Soo I've been using this script for a projectile who is shot everytime I press RMB. What I wanted to do is for the projectilet o destroy everytime it hit something, everything, I dont mind if they are walls, enemies, everything. The fact is that as many tutorials I see I dont seem to find any solution as the projectile just go trough the objects an not destroying them.

 What I've been using for the Bullet (Projectile)
 using UnityEngine;
 using System.Collections;
 
 public class Bullet : MonoBehaviour {
 
     public float speed = 8f;
     public float lifetime = 5f;
 
     private float lifeTimer;
 
     // Use this for initialization
     void Start () {
         lifeTimer = lifetime;
     }
         void OnCollisionEnter(Collision Collision)
     {
         Destroy(gameObject);
     }
     // Update is called once per frame
     void Update () {
         transform.position += transform.forward * speed * Time.deltaTime;
 
         lifeTimer -= Time.deltaTime;
         if (lifeTimer <=0f)
         {
             Destroy(gameObject);
         }
     }
 }

And the gun script (If there's something making the bullet not to destroy on touch)

 using UnityEngine;
 using System.Collections;
 
 public class Player : MonoBehaviour
 {
     public GameObject bulletPrefab;
     public Camera PlayerCamera;
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             GameObject bulletObject = Instantiate(bulletPrefab);
             bulletObject.transform.position = PlayerCamera.transform.position + PlayerCamera.transform.forward;
             bulletObject.transform.forward = PlayerCamera.transform.forward;
         }
     }
 }
 



Any help is very much apreciated, Thanks ^^!

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avatar image jchester07 · Nov 27, 2017 at 02:45 AM 1
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Seems like you don't have a rigidbody on your bullet.

avatar image jchester07 · Nov 27, 2017 at 02:49 AM 0
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You might want to use rigidbody in changing your bullet's position ins$$anonymous$$d of changing its transform.position. $$anonymous$$oving object with transform.position ignore other objects even if they collided

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Answer by sethuraj · Nov 27, 2017 at 08:49 AM

Add a collider and a RigidBody component to the bullet prefab object (if it doesn't already have one) and use OnCollisionEnter() to detect collisions.

Sample Code

 public class Bullet:MonoBehaviour
 {
     //Function will be called when this object hits an object with a collider
     void OnCollisionEnter(Collision collision)
    {    
        //Destroy this gameobject
        Destroy(gameObject);
     }    
 }    

Also you could set the bullet to destroy after a certain time

 public class Bullet : MonoBehaviour
 {
     //Use this for initialization
     void Start()
     {
         //Destroy the gameobject 5 seconds after creation
         Destroy(gameObject, 5.0f);
     }
 
 }




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avatar image RogueLeader456 · Nov 27, 2017 at 09:38 AM 0
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I'm new but I think I have this right... For this to work all "walls, enemies, everything" must also have a colliders attached to them and "Is Trigger" must be selected in the properties of the collider in the bullet prefab.

avatar image sethuraj RogueLeader456 · Nov 27, 2017 at 10:38 AM 0
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Yes. All the other objects also require a collider. Also I updated the answer to destroy the bullet 5 seconds after instantiation.

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