//functions void Fire() { GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; //rotation of bullets Temporary_Bullet_Handler.transform.Rotate(Vector3.right * 90); //Retrieve the Rigidbody component from the instantiated Bullet and control it. Rigidbody Temporary_RigidBody; Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); //ignore collision between bullets and box collider from enemy that shoots bullets Physics.IgnoreCollision(Temporary_RigidBody.GetComponent <Collider>(), enemy.GetComponent <Collider>()); //send bullet to player Temporary_RigidBody.AddForce(transform.forward * 2500); Destroy(Temporary_Bullet_Handler, 1.0f); }