public void StartFirring() { isfiring = true; muzzleflash.Emit(1); muzzleflash1.Emit(1); muzzleflash2.Emit(1); muzzleflash3.Emit(1); ray.origin = raycastOrigin.position; ray.direction = raycastDestination.position - raycastOrigin.position; var tracker = Instantiate(trailEffect, ray.origin, Quaternion.identity); tracker.AddPosition(ray.origin); Physics.Raycast(ray, out hitInfo); Debug.Log(hitInfo.transform.name); Debug.Log("hi"); //hiteffect.transform.position = hitInfo.point; // hitInfo.transform.forward = hitInfo.normal; //hiteffect.Emit(1); if (hitInfo.transform.tag == "Enemy") { Instantiate(blood, hitInfo.point, Quaternion.LookRotation(hitInfo.normal)); } else { Instantiate(hiteffect, hitInfo.point, Quaternion.LookRotation(hitInfo.normal)); tracker.transform.position = hitInfo.point; } EnemyDamage target = hitInfo.transform.GetComponent <EnemyDamage>(); if (target.tag == "Enemy") { target.TakeToDamage(Damagae); } Debug.Log("xyz"); isfiring = false; }