Laser don't hit or have a strange trajectory

Sorry for my bad english, however, I have a problem with the game thath i’m developing. In this game you have to fight waves of enemy space ship, but you can call an ally interceptor that fire automatically from left to right. But the problem is on the impact between laser beam and the enemy ship, follow the script that i used for interceptor, enemy and laser, the laserController script is attached at the interceptor gameobject:

Interceptor Script:

public class InterceptorController : MonoBehaviour {
public GameObject laser;
public static float laserSpeed;
public GameObject explosion;
float shootTimer;

// Use this for initialization
void Start () {
    laserSpeed = 5;
    shootTimer = 1.0f;
}

// Update is called once per frame
void Update () {
    
   
    shootTimer -= Time.deltaTime;
    
    if (shootTimer <= 0.0f)
    {
        GameObject instance = (GameObject)Instantiate(laser, new Vector3(this.transform.position.x + 1.0f, this.transform.position.y, 0), this.transform.rotation);//Instantiate(laser, this.transform.position+Vector3(1.0f, 0, 0), this.transform.rotation);
        shootTimer = 1.0f;

    }
    
}

void OnCollisionEnter(Collision other)
{
    if (other.gameObject.tag.Equals("Enemy"))
    {
        Destroy(other.gameObject);
        Destroy(this.gameObject);
        Instantiate(explosion, this.transform.position, this.transform.rotation);
       // addAP();
    }
}

}

Laser Controller

public class LaserController : MonoBehaviour {
public float speed=5;
float shootTimer;
// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
   //this.transform.position -= new Vector3(10, 0, 0) * Time.deltaTime;

    transform.Translate(InterceptorController.laserSpeed * Time.deltaTime, 0, 0);
    if (this.transform.position.x > 20.0f)
    {
        Destroy(this.gameObject);
    }
    
    
}

}
Enemy Controller

public class EnemyController : MonoBehaviour
{
public float speed;
public GameObject explosion; // il GameObject per le esplosioni

void Start() { }

void AddScore()
{
    // prende il punteggio attuale
    int _tempScore = PlayerPrefs.GetInt("CurrentScore");

    // aggiungiamo 10 punti e salviamo il nuovo risultato
    _tempScore += 10;
    PlayerPrefs.SetInt("CurrentScore", _tempScore);
}
void AddCredits()
{
    // prende il punteggio attuale
    int _tempCredits = PlayerPrefs.GetInt("CurrentCredits");

    // aggiungiamo 5 punti e salviamo il nuovo risultato
    _tempCredits += 5;
    PlayerPrefs.SetInt("CurrentCredits", _tempCredits);
}

void OnCollisionEnter(Collision other)
{
    if (other.gameObject.tag.Equals("Laser"))
    {
        Destroy(other.gameObject);
        Destroy(this.gameObject);
        Instantiate(explosion, this.transform.position, this.transform.rotation);
        AddScore();
        AddCredits();
    }
}

void Update()
{
    this.transform.position -= new Vector3(speed, 0, 0) * Time.deltaTime;
    if (this.transform.position.x <= -10.0f)
    {
        GameOver();
    }

}

void OnMouseDown(){
    // this object was clicked - do something
Destroy (this.gameObject);
Instantiate(explosion, this.transform.position, this.transform.rotation);
AddScore();
AddCredits();
} 
void GameOver()
{
    Application.LoadLevel("GameOver"); // cambio di scena
}

}

I Try two solution:

  1. Create an empty game object and attack a quad mesh as child the box collider and rigidbody is in the gameobject proprety

This is similar to the method I used to create interceptors and enemies, but the laser does not follow a straight path from right to left, it’s follow a strange traiectory, but the collision is detected and the enemy explode.

  1. I created a quad mesh and I did become a Prefab, the box collider and the rigidbody is on the mesh like the image

the laser is fired correctly, but does not hit the enemy ships

dov’è che sbaglio? thanx for help and sorry again for my bad english

Solved: The problem was created by the background plane that had activated the mesh collider and the deflected laser. I have remove it, and used the layer for create interaction only with certain object and ignore other. The laser is fired correctly, hit the enemy ship, and ignore collision with allied interceptor and other laser.