// Use this for initialization
 void Start()
 {
     gunShotManager = gameObject.AddComponent<InteractionGunShot>();
     myRenderer = gameObject.GetComponent<MeshRenderer>();
     gunShotManager.OnHit += toggleMeshRenderer;
     myRenderer.enabled = !startInvisible;
     Physics.IgnoreLayerCollision(8, 10, startInvisible);
     //		Physics.IgnoreLayerCollision(8, 9, true);
 }
    void Start( )
    {
        const float setRange	= 10.0f;
        Vector3 origPosition	= transform.position;
        xSize 					= xSize / setRange;
        zSize 					= zSize / setRange;
        ySize 					= ySize + zSize;
        GunSwitch				= false;
        gunShotManager 			= gameObject.AddComponent<InteractionGunShot>();
        gunShotManager.OnHit	+= changeObjectSize;

        if (ReturnOnGun == true){
            ReturnOriginal = true;
        }
    }