void ShotFireLeft() { Debug.Log("ShotFireLeft"); float x = 1000 * (nowLeftHand.x - prevLeftHand.x); float y = 1000 * (nowLeftHand.y - prevLeftHand.y); float z = 1000 * (nowLeftHand.z - prevLeftHand.z); float dist = Vector3.Distance(nowLeftHand, prevLeftHand) * 1000; GameObject wildFire = (GameObject)Instantiate(WildFire, nowLeftHand, Quaternion.identity); wildFire.transform.parent = effect.transform; wildFire.name = "leftShot"; FireShot fireShot = wildFire.GetComponent <FireShot> (); fireShot.Force(x, y, z); Destroy(leftFire); leftFire = null; }