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Bullet Instantiating twice because of parent rigidbody
So the Problem is, 
The Bulletsmarked (1), are getting setActive at the firepoint on the gun muzzel (1), but half of the bullets marked (2) (from 10 bullet object pool, 5 gets setactive wrongly, and from 20 bullet object pool, 10 gets setactive wrongly and so on), are getting setactive at (2).
have found out the bug, which is when I remove the rigidbody on the capsule, it fixes. I have put everything on a different layer* but when i put the rigidbody back, it becomes like this again.
the capsule is on Player, the gun is on PlayerGun, and the bullet is on PlayerBullet.
there is rigidbody on Capsule(player), and the bullet, not on the gun. the hierarchy is as follows:
-capsule
-gun
-firepoint
Answer by saradesu · Jul 07, 2021 at 04:46 PM
It was a rookie mistake... and i solved it myself. I was using Character controller & rigidbody together, Can't believe i forgot this basic thing.
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