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Question by teenklez · May 27, 2015 at 10:22 AM · 2dragdollshootersidescroller

2D problem with Ragdoll collision.

Hello.There is my problem - http://www.youtube.com/watch?v=X8UmwH2Twag I'm using Raycast2D to shoot.The problem is when I shoot,the bullet collapsing with the body of the enemy and gliching,but when I'm trying to push the enemy,ragdoll is fine.Here is my shooting script and prefab. Shooting script -

     using UnityEngine; using System.Collections;
     
     public class Weapon : MonoBehaviour { 
 public float fireRate = 0;
 public float Damage = 10; 
 public LayerMask WhatToHit; 
 public Transform BulletTrailPrefab;
 float timeToSpawnEffect = 0; 
 public float effectSpawnRate = 10; 
 float timeToFire = 0; 
 Transform firePoint;
 
  // Use this for initialization
  void Awake () {
      firePoint = transform.FindChild ("FirePoint");
      if (firePoint == null) {
          Debug.LogError ("No firePoint?WHAT TO FUUUCK!!!BOOOOM!");
      }
  }
  
  // Update is called once per frame
  void FixedUpdate () {
  
  if (fireRate == 0) {
          if (Input.GetButtonDown ("Fire1")) {
              Shoot();
          }
      }
      else {
          if (Input.GetButton ("Fire1") && Time.time > timeToFire) {
              timeToFire = Time.time + 1/fireRate;
              Shoot();
          }
      }
  }
  
  void Shoot() {
      Vector2 mousePosition = new Vector2 (Camera.main.ScreenToWorldPoint (Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
      Vector2 firePointPosition = new Vector2 (firePoint.position.x, firePoint.position.y);
      RaycastHit2D hit = Physics2D.Raycast (firePointPosition, mousePosition-firePointPosition, 100, WhatToHit);//100
      if (Time.time >= timeToSpawnEffect) {
          Effect ();
          timeToSpawnEffect = Time.time +1/effectSpawnRate;
      }
      Debug.DrawLine (firePointPosition, (mousePosition - firePointPosition)*100,Color.cyan);
      if (hit.collider != null) {
          Debug.DrawLine (firePointPosition, hit.point,Color.red);
          Debug.Log ("We shot " + hit.collider.name + " and deal " + Damage + " damage");
      }
  }
  void Effect () {
      Instantiate(BulletTrailPrefab,firePoint.position,firePoint.rotation);
  }
  }

 

And the prefab -

 using UnityEngine; using System.Collections;
 
 public class MoveTrail : MonoBehaviour {
 
  public int moveSpeed = 100;//230
  // Update is called once per frame
  void FixedUpdate () {
  
      transform.Translate (Vector3.right * Time.deltaTime * moveSpeed);//vector3 right
      Destroy (gameObject, 1);//1
  
  }
 }

alt text

Sorry for so clumsy massage,but you are my only hope,guys...

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