void spawVFX() { GameObject vfx; if (firePoint != null) { vfx = Instantiate(effectToSpawn, firePoint.transform.position, Quaternion.identity); //Physics.IgnoreCollision(vfx.GetComponent<Collider>(), newRotation.GetComponent<Collider>()); if (newRotation != null) { vfx.transform.localRotation = newRotation.GetRotation(); } } else { Debug.Log("No Fire Point"); } }