Laser Bullet Speeds Up Player when collide

I’m programming a Top Down Space Shooter Game, with Enemies which chasing Player and shoot Lasers
with this script I’m Instantiating them

private void Shoot()
    {
        if (Vector2.Distance(this.transform.position, Player.transform.position) < 250)
        {
            GameObject Laser1 = Instantiate(Laser,LaserSpawn1.transform.position, LaserSpawn2.transform.rotation) as GameObject;
            Laser1.rigidbody2D.velocity = new Vector3(this.rigidbody2D.velocity.x,this.rigidbody2D.velocity.y,0) + Laser1.transform.up *1000 * Time.timeScale;
            GameObject Laser2 = Instantiate(Laser,LaserSpawn2.transform.position, LaserSpawn2.transform.rotation) as GameObject;
            Laser2.rigidbody2D.velocity = new Vector3(this.rigidbody2D.velocity.x,this.rigidbody2D.velocity.y,0) + Laser2.transform.up *1000 * Time.timeScale;
        }
    }

This script is attached for each Laser

void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.collider.tag != "Laser" && collision.collider.tag != "Enemy")
        {
            Instantiate(Explosion, collision.contacts[0].point,Quaternion.Euler(0,0,0));
            Destroy(this.gameObject);
        }
    }

Now if the Laser collides with the chased Player, the Player is accelerated very quickly, the Player is discarded. How can I solve this? The Laser only should be destroyed without speed up the Player

Sorry for my bad englisch :frowning:

Solved it by changing the mass of the Laser Bullet :slight_smile: