Cant get arrow to stick

I can’t get the arrows to stick, they collide properly with everything. I just can’t seem to figure out how to get it to stick now.

There are two scripts one is for managing the arrows and the other for firing.

ArrowManagerScript

private void Fire(float strDist)
{
    currentArrow.transform.parent = null; //detach arrow from all parants
    Rigidbody r = currentArrow.GetComponent<Rigidbody>();
    r.velocity = currentArrow.transform.forward * arrowPowerMultiplyer * strDist;
    r.useGravity = true;
    r.isKinematic = false;

    stringAttachPoint.transform.localPosition = stringStartPoint.transform.localPosition; //rest string

    currentArrow.GetComponent<Arrow>().Fired();
    currentArrow.GetComponent<Collider>().isTrigger = false;
    Destroy(currentArrow, 4f);
        
    currentArrow = null;
    isAttached = false;
}

ArrowScript

public bool isFired = false;

// Update is called once per frame
void Update()
{        
    if (isFired)
    {
        transform.LookAt(transform.position + transform.GetComponent<Rigidbody>().velocity);// make arrow lookat where it is going like an arrow
    }
}

public void Fired()
{
    isFired = true;        
}

private void OnTriggerStay(Collider col)
{
    if (SteamVR_Actions._default.GrabPinch.GetStateDown(SteamVR_Input_Sources.RightHand)) //if trigger pulled
    {
        ArrowManager.Instance.AttachArrowToBow(); //attach arrow to bow
    }      
}

I am hoping to get the arrow to stick, Also the arrow script is attached to an arrow prefab and the arrowmanager is attached to the SteamVr rightHand

Hello.

I did not read the code, but the solution is so simple.

Just need to detect when the arrow touched the objective, and then just need to make te objective parent of the arrow!

Arrow.transform.parent = Objective.transform;

Bye!

@tormentoarmagedoom Thank for the response :). I have tried implementing this and it still seems not to detect the collision between the arrow and target. I made sure to disable the trigger when the arrow is fired as well. I also tried making two game objects and comparing if they hit one another with no avail.