private void CheckCollision( ) { for (int i = 0; i < bullets.Count; i++) { float collDist = (bullets[i].size + bc.size) / 2; Vector2 collVector = TransformToV2(bullets[i].myTransform.position) - TransformToV2(bc.myTransform.position); Debug.Log(collVector.magnitude + ", " + collDist); if (collDist >= collVector.magnitude) { Bullet b = bullets[i]; bullets.Remove(b); bc.IncreaseSize(GetActualIncrease(bc.size, b.size)); bc.AddSpeed(b.velocity.magnitude / 10f); Destroy(b.gameObject); } } }