void FixedUpdate() { if (Time.time > birthtime + lifeTime) { ProjectileFactory.Restock(this); return; } if (Physics.Raycast(transform.position, transform.forward, out hitinfo, speed * Time.fixedDeltaTime, targetLayerMask | wallMask)) { CharacterEntity hitCharacter = hitinfo.transform.GetComponent <CharacterEntity>(); if (hitCharacter != null) { hitCharacter.TakeDamage(damage); } ProjectileFactory.Restock(this); return; } transform.position += transform.forward * speed * Time.fixedDeltaTime; }