ricochet bounce effect issue

First of all im really new to unity and programming, soo expect a loot of noob mistakes :slight_smile:

Hi , im trying to make a 2D game where the bullet bounces off the walls like a ricochet .
I got to the point where i can shoot it to the direction im pointing with the , gun β€˜β€™ the way i wanted it , then i attached a RAY to it, pointing towards direction its going to .
Now im stuck at the bounce effect , i trying to use the Vector3.reflect but its not bouncing the way i would expect it to bounce .It bounces off almost randomly and sometimes its going though the box colliders . I created a 3d box colliders in the places where the walls are , because i found out that rays don’t detect 2d colliders or something like that? . I would like to know if the mistake is in my code or the scene design . I will appreciate every help,tip and criticism :slight_smile: thanks

This is the code
void Update () {

	Vector3 fwd = transform.TransformDirection(Vector3.up);
	//Debug.DrawRay(raycastObject.transform.position, fwd * raySize, Color.green);

	RaycastHit hit;
	Ray ray = new Ray (transform.position , fwd * raySize ) ;
	Debug.DrawRay (transform.position, fwd * raySize); 

	if (Physics.Raycast (ray , out hit, raySize  )) {
		Debug.Log ("Bouce test 1 ");

					if (hit.collider.tag == "Wall") {
							Debug.Log ("Bounce test 2 ");

							Vector3 reflectDir = Vector3.Reflect (ray.direction , hit.normal);
							float rot =  Mathf.Atan2 (reflectDir.y, reflectDir.x) * Mathf.Rad2Deg;
							transform.eulerAngles = new Vector3 (0, 0, rot);


Also this is the bit im using for movement of the bullet

            Vector3 pos = transform.position; 
			Vector3 velocity = new Vector3 (0, speed * Time.deltaTime, 0); 
			pos += transform.rotation * velocity;
			transform.position = pos;

If I were you, I’d give the direction (fwd) to the bullet

transform.position += fwd * speed * Time.deltaTime;

Then, you just have to change this direction when bouncing:

myBullet.fwd = Vector3.Reflect (ray.direction , hit.normal);

If you want the bullet to have a rotation which depends on this direction, simply do:

transform.rotation = Quaternion.LookRotation(fwd);