Bullet becomes bullet hole

In my project, I have gun. My bullet uses rigidbody and spawns at the barrel of the gun when I fire. My bullet bounces through walls , sometimes it goes through walls.

Well I know, in physics raycast it’s very simple:

public GameObject par;
public int damage;

void Update()
    RaycastHit hit;
    Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));

    if (Input.GetMouseButtonDown(0))
        if (Physics.Raycast(ray, out hit, 100))
            GameObject particleClone = Instantiate(par, hit.point, Quaternion.LookRotation(hit.normal)) as GameObject;
            Destroy(particleClone, 2);
            hit.transform.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);

How do I do this in rigidbody?
Bullet becomes a particle system or a bullet hole image.

Should I use OnCollisionEnter() or OnTriggerEnter()?

How do I make it a bullethole image or a particle system?



  1. Ears Diamandis
    0 Votes

    I found this JavaScript in: RAYCAST, BULLET HOLES, AND RANDOM ARRAYS

    You take this and add to the Launcher of your weapon:

    var bulletTex : GameObject[]; // creates an array to use random textures of bullet holes
    function Update ()
       var fwd = transform.TransformDirection(Vector3.forward); //casts our raycast in the forward direction
       var hit : RaycastHit;
       Debug.DrawRay(transform.position, fwd * 10, Color.green); //drays our raycast and gives it a green color and a length of 10 meters
       if(Input.GetButtonDown ("Fire1") && Physics.Raycast(transform.position, fwd, hit, 10))
       { //when we left click and our raycast hits something
             Instantiate(bulletTex[Random.Range(0,3)], hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); //then we'll instantiate a random bullet hole texture from our array and apply it where we click and adjust
       // the position and rotation of textures to match the object being hit
  2. Jayson Ash
    0 Votes

    Both OnCollisionEnter and OnTriggerEnter could be used; however, have a look at this explanation on the differences: What is the difference between OnCollisionEnter and OnTriggerEnter?

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