Hey guys so im using a pooling system for the first time and having some issues with the projectile. Since it doesn't actually Destroy the object i was told i needed to zero out the forces and whatnot ive tried two way which didnt yield the results needed Code (CSharp): if (col.gameObject.name != "PlayerOne" && col.gameObject.tag == "BackWall") { scoring.score -= 100; scoring.Currency -= 5; TouchedPlayer(); RemovePrefab(); } } public void Attack() { transform.rigidbody.AddForce(transform.forward * speed * Time.smoothDeltaTime); //transform.rigidbody.velocity = transform.forward * speed * Time.deltaTime; //transform.Translate(Vector3.forward * speed * Time.smoothDeltaTime); } public void RemovePrefab() { if(gameObject.rigidbody.isKinematic == false) { gameObject.rigidbody.isKinematic = true; } gameObject.DestroyAPS(); } so when the projectile is reactivated it has really weird behavior such as going in circles, going straight up then coming down etc any help much appreciate it .
hey eric thats what i had at first and didnt work maybe i was doing it wrong. should i do it instead of, or in conjunction with the "isKinematic" as i have above?