private void genBullet(float force)
    {
        //The Bullet instantiation happens here.
        GameObject Temporary_Bullet_Handler_1;
        GameObject Temporary_Bullet_Handler_2;

        Temporary_Bullet_Handler_1 = Instantiate(Bullet, Bullet_Emitter_1.transform.position, Quaternion.Euler(90, 0, 0)) as GameObject;
        Temporary_Bullet_Handler_2 = Instantiate(Bullet, Bullet_Emitter_2.transform.position, Quaternion.Euler(90, 0, 0)) as GameObject;

        Rigidbody Temporary_RigidBody_1;

        Temporary_RigidBody_1 = Temporary_Bullet_Handler_1.GetComponent <Rigidbody>();

        Rigidbody Temporary_RigidBody_2;

        Temporary_RigidBody_2 = Temporary_Bullet_Handler_2.GetComponent <Rigidbody>();

        //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
        Temporary_RigidBody_1.AddForce(transform.forward * force * 1000);
        Temporary_RigidBody_2.AddForce(transform.forward * force * 1000);

        Destroy(Temporary_Bullet_Handler_1, 4f);
        Destroy(Temporary_Bullet_Handler_2, 4f);

        InnerCounter = 0;
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown("space"))
        {
            //The Bullet instantiation happens here.
            GameObject Temporary_Bullet_Handler_1;
            GameObject Temporary_Bullet_Handler_2;

            Temporary_Bullet_Handler_1 = Instantiate(Bullet, Bullet_Emitter_1.transform.position, Quaternion.Euler(90, 0, 0)) as GameObject;
            Temporary_Bullet_Handler_2 = Instantiate(Bullet, Bullet_Emitter_2.transform.position, Quaternion.Euler(90, 0, 0)) as GameObject;

            //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
            //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
            //Temporary_Bullet_Handler.transform.Rotate(Vector3.forward);

            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody Temporary_RigidBody_1;
            Temporary_RigidBody_1 = Temporary_Bullet_Handler_1.GetComponent <Rigidbody>();

            Rigidbody Temporary_RigidBody_2;
            Temporary_RigidBody_2 = Temporary_Bullet_Handler_2.GetComponent <Rigidbody>();

            //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
            Temporary_RigidBody_1.AddForce(transform.forward * Bullet_Forward_Force * 1000);
            Temporary_RigidBody_2.AddForce(transform.forward * Bullet_Forward_Force * 1000);

            //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
            Destroy(Temporary_Bullet_Handler_1, 4f);
            Destroy(Temporary_Bullet_Handler_2, 4f);
        }
    }