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Question by davide2001 · Oct 25, 2015 at 12:45 PM · fpsdestroybulletoncollisionentershoot

On colision Enter

I use for my fps game this script, for spawning bullet:

 var x = Instantiate(proiettile, posizione.position, posizione.rotation);
         x.GetComponent.<Rigidbody>().AddForce(x.transform.forward*forza);

I don't now why, with my script, for destroy bullet on collision enter doen't work. I don't know, I don't find nothin about my problem. This's the script for destroy the bullet #pragma strict

 function Start () {
 }
 
 function Update () {
 
 }
 
 function OncollisionEnter(coll : Collision)
 {
     Debug.Log("collisione");
     Destroy(gameObject);
 }
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avatar image Dinosaurs · Oct 25, 2015 at 04:07 PM 0
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Does the debug.log get called?

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Answer by Developer1212 · Oct 27, 2015 at 09:15 AM

firstly,give 'collision' in 'OncollisionEnter' A capital C.

If that doesn't work , keep the capital C and write this:

 function OnCollisionEnter (theCollision : Collision) { //the collision function. 
 if(theCollision.gameObject.name == "Your Object name here") { //if your bullet collides with whatever your object is called.
 Debug.Log("Collision");//Write 'Collision'
 Destroy(gameObject);//destroy self
 }
 }//Copy and paste this and rename "Your Object name here" for each different object that destroys the bullet.


You need an if statement inside the OnCollisionEnter() function. This should work!

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avatar image davide2001 · Oct 27, 2015 at 04:00 PM 0
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yes, but this script doesn't work, it is possible for the high speed? If I try to use time step?

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