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Question by Exxa55 · Apr 03, 2020 at 08:04 AM · instantiate

instantiate particle effect dont work when i duplicate ganeobject

i have an particle effect of gun impact in the place the raycast from the gun is being hit, its work perfectly when i have 1 gun but when i duplicate the gun the instantiation does not work for both of the gun (no clone is being created), but other things like gun mechanics and other effects work just fine. i know that the raycast is working because i checked raycasthit.transform.name. any ideas why does it happen? the code (the lines are inside void shoot(), particlesystem G):

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class shooting : MonoBehaviour { public Transform shootpoint; public Animator anim; private leftgunattached isattachedtoleft; bool lastleftTrig = false; public ParticleSystem gunfire; public ParticleSystem Impacteffect; public static float pistolammo = 20; float magazineammo = 7; bool isreloading = false;

 // Start is called before the first frame update
 void Start()
 {
     
 }

 // Update is called once per frame
 void Update()
 {
     if (magazineammo == 0 && isreloading == false && isattachedtoleft.isattached == true)
     {
         isreloading = true;
         Invoke("reload", 2f);   
     }
     anim.SetBool("IsShoot", false);
     isattachedtoleft = gameObject.GetComponent<leftgunattached>();
     if (isattachedtoleft.isattached == true)
     {
         if (lastleftTrig == false && Hand2Reciving.leftTrig == true)
         {
             if (magazineammo > 0)
             {
                 shoot();
             }
               
         }
     }
     lastleftTrig = Hand2Reciving.leftTrig;
 }
 public void shoot()
 {
     magazineammo--;
    
     anim.SetBool("IsShoot", true);
     gunfire.Play();
     int range = 100;
     RaycastHit gunhit;
     if (Physics.Raycast(shootpoint.position, shootpoint.forward, out gunhit, range))
     {
         ParticleSystem G = Instantiate(Impacteffect, gunhit.point, Quaternion.LookRotation(gunhit.normal));
         Destroy(G.gameObject, 0.4f);
     }
     
 }
 public void reload()
 {
     
     pistolammo = pistolammo - (7 - magazineammo);
     if (pistolammo >= 0)
     {
         magazineammo = 7;
     }
     else
     {
         magazineammo += pistolammo + 7;
         pistolammo = 0;
     }
     isreloading = false;
 }

}

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