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Question by KingKongFu · Mar 27, 2013 at 02:36 PM · gameobjectprefabdestroy

Trying to get bullet to collide and be destoryed

Hi ever one, I have a perfab called bullet which is basically a cube with two scripts attached to it.I got the bullet to spawn and to move forward, but I want it to hit something now and then disappear i.e destroy it, or do damage to another player. I really don't know how to destroy the bullet upon impact with an object.

Thanks for any help with this here what I have so far

This spawns the bullet in from of the gun

 using UnityEngine;
 using System.Collections;
 
 public class Bullet : MonoBehaviour {
     
     public Transform myBullet;//bullet prefab
     public Transform shotSpot;//shooting location
 
     // Use this for initialization
     
     
     // Update is called once per frame
     void Update () {
         if(Input.GetMouseButton(0))
         {
             Instantiate(myBullet,shotSpot.position,shotSpot.rotation);
         }
     }
     
     void OnCollisionEnter(Collision collision) {
     
         Debug.Log("Bullet hit");
         Destroy(myBullet);
     }
 }


This one sends the bullet on its merry way

 using UnityEngine;
 using System.Collections;
 
 public class BulletMovemnt : MonoBehaviour {
 
         public float bulletSpeed = 50;
     
     // Update is called once per frame
     void Update () {
         this.transform.position += this.transform.forward * bulletSpeed * Time.deltaTime;
 
     }
 }
 
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Answer by fafase · Mar 27, 2013 at 02:43 PM

Take your collision function from the first script (remove it actually) and place it in the second script.

Now you may want to perform a check on what is hit by the projectile, you would do like this:

 void OnCollisionEnter(Collision collision) {
    if(hit.gameObject.tag == "ObjectTag"){
       Debug.Log("I hit "+ collision.gameObject.name);
    }
    Destroy(myBullet);
 }

Note that the destroy method is outside the if as you may want to destroy your bullet whatever it is hitting.

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avatar image KingKongFu · Mar 27, 2013 at 04:04 PM 0
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Ah thanks just put it in the wrong script

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