title: Bullet not going towards target
body: <p>Not sure why, I've done this sort of this a bunch of times, but this is giving me some issues. Making a project for Game AI, I have a whole bunch of stuff already done, now just making some turrets that if the player is in a certain range it will fire, which I have already. The turret fires the bullet and then for some reason they just start destroying themselves and they don't go towards my player. Wondering if anyone on here can help, thanks in advance!</p>
  
  <p>Some details you may need to know:
  I have a Base, a Gun nose and a Gun for my turret. My Gun has a GunLook.cs script that makes it look at the player (so when they shoot it should go towards them), I'm not sure if that has anything to do with why I'm having these issues, but I'll post that code as well just incase</p>
  
  <p>How my Hierchy for my turret is
  Turret_AI (Base)
    Gun (child of Turret_AI)
      bulletSpawn (child of Gun)
    Gun_Nose (child of turret_AI)</p>
  
  <p>bulletSpawn is an empty GameObject I created in hopes to solve my problem. I set it just off the Gun so that it wouldn't just collide with gun and destroy itself (what I thought it might be doing, but not correct). </p>
  
  <p>That should be all the info needed, if anyone needs more I will be checking this every 2 seconds so let me know and I will get back to you with quick response. </p>
  
  <p>TurretScript.cs
  (I did set the GameObject to Player in Unity, before anyone asks)</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  public class TurretScript : MonoBehaviour {
  [SerializeField]
  public GameObject Bullet;
  public float distance = 3.0f;
  public float secondsBetweenShots = 0.75f;
  public GameObject followThis;
  private Transform target;
  private float timeStamp = 0.0f;
  
  void Start () {
      target = followThis.transform;
  }
  
  void Fire() {
      Instantiate(Bullet, transform.position , transform.rotation);
      Debug.Log ("FIRE");
  }
  
  void Update () {
  
      if (Time.time &gt;= timeStamp &amp;&amp; (target.position - target.position).magnitude &lt; distance) {
          Fire();
          timeStamp = Time.time + secondsBetweenShots;
      }
  }
  }
  </code></pre>
  
  <p>GunLook.cs</p>
  
  <pre><code>// C#
  using System;
  using UnityEngine;
  
  public class GunLook : MonoBehaviour
  {
  public Transform target;
  
  void Update()
  {
      if(target != null)
      {
          transform.LookAt(target);
      }
  }
  }
  </code></pre>
  
  <p>BulletBehavior.cs</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  public class BulletBehavior : MonoBehaviour {
  
  // Use this for initialization
  void Start () {
  
  }
  
  // Update is called once per frame
  void Update () {
      if (rigidbody.velocity.magnitude &lt;= 0.5)
                      Destroy (gameObject);
  }
  
  void OnCollisionEnter(Collision collision)
  {
      if (collision.collider)
      {
          if(collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "EnemyProjectile")
          {
                 Physics.IgnoreCollision(rigidbody.collider,collision.collider);
              //Debug.Log ("Enemy");
          }
          if(collision.gameObject.tag == "SolidObject")
          {
              Destroy(gameObject);
          }
          if(collision.gameObject.tag == "Player")
          {
              Destroy(gameObject);
          }
      }
  }
  }
  </code></pre>