Missing Reference FPS help

Alright so I’m working on making my first FPS, first as in I started 2 days ago. I’m just working on coding mostly. And I’ve run into this problem:
MissingReferenceException: The object of type ‘GameObject’ has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
Shooting.Update () (at Assets/Scripts/Shooting.cs:29)

Here are my scripts

using UnityEngine;
using System.Collections;

public class Shooting : MonoBehaviour {
	public GameObject zero;
	public GameObject one;
	float bulletImpulse = 20f;
	public GameObject firePos;
	float ranNum = 0;
	
	// Use this for initialization
	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {

		Debug.Log (ranNum);
		if( Input.GetButton("Fire1") ) {
			ranNum = Random.Range (-1.0f, 1.0f);
			if (ranNum >=0 && ranNum <=1)
			{
			GameObject bullet2 = (GameObject)Instantiate(zero, firePos.transform.position + firePos.transform.forward, firePos.transform.rotation);
			bullet2.rigidbody.AddForce( firePos.transform.forward * bulletImpulse, ForceMode.Impulse);
			}
			else
			{
				GameObject bullet1 = (GameObject)Instantiate(one, firePos.transform.position + firePos.transform.forward, firePos.transform.rotation);
				 bullet1.rigidbody.AddForce( firePos.transform.forward * bulletImpulse, ForceMode.Impulse);
			}
		}

	}
}

And

using UnityEngine;
using System.Collections;

public class Bullet : MonoBehaviour {
	public static bool hit = false;
	float lifeTime = 6f;
	float hitTime = 1f;
	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
				lifeTime -= Time.deltaTime;
				
				if (lifeTime <= 0)
						Dead ();
				if (hit) {
						hitTime --;

						if (hitTime <= 0) {
								hit = false;
								hitTime = 1f;
						}
		
				}
		}
	bool OnCollisionEnter (Collision collision){
		if (collision.gameObject.tag == "Enemy") {
						hit = true;

		
				} else
					Destroy(gameObject);
		return hit;
	}

	void Dead(){
		Destroy (gameObject);
	}
}

I’m trying to figure out why, when the bullets first start to be destroyed because of the lifeTime running out, they stop shooting. I’m using 2 prefabs for the 2 different bullets that shoot. Both of them give this error. Any ideas?
Thanks for your time.

Edit

It seems that, no matter what, when the Destory(gameObject); is called, Unity can no longer use the prefab. Anyone have any idea why that may be?

The problem is in the Bullet class you have:

public static bool hit = false;.

Try this instead:

public bool hit;

A static variable is basically a single copy of that variable shared between all classes of that type. This means that if you have a few bullets, when one hits and does hit = true, then hit is true for all Bullets. So this means any bullet fired after the first hits and after lifeTime seconds, it thinks it has already hit and will be immediately destroyed.

A better solution is to use the handy built-in Destroy(GameObject gameObject, float time) method.

Change your code to this:

using UnityEngine;
using System.Collections;
 
public class Bullet : MonoBehaviour {
    float lifeTime = 6f;
    float hitTime = 1f;

    // Use this for initialization
    void Start () {
        Destroy(gameObject, lifeTime);
    }
 
    // Update is called once per frame
    void Update () {

    }

    void OnCollisionEnter (Collision collision) {
        if (collision.gameObject.tag == "Enemy")
            Destroy(gameObject, hitTime);
    }
}