Why does my AI miss me every few feet?

If I am standing right in front of him he will hit me then if I back up a little he will start to miss me. After a few more feet back he will start hitting me again. I think I know the problem but not sure how to fix it. this is the code I have and all the info I think you will need to help me.

On my Bullit prefab I have the following set of var’s

Mass: 0.1

Drag: 0

Angular Drag: 0.05

Use Gravity: True

Is Kinematic: False

Interpol: None

Collision Detection : Discrete

Constraints: None

This is the code on my AI

``````var LookAtTarget : Transform;

var damp = 6.0;

var bullitPrefab : Transform;

var savedTime = 0;

function Update ()
{

if(LookAtTarget)
{	      //           Finds the dif between the two         Player position                      Turret Pos
var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);

//   rotation of the turret                                  turret rotation,      var,   time that passes between frames
transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime 														   *
damp);

var seconds : int = Time.time;
var oddeven = (seconds % 2);

if(oddeven)
{
Shoot(seconds);
}
}

}

function Shoot(seconds)
{

if(seconds != savedTime)
{
var bullit = Instantiate(bulltPrefab, transform.Find("SpawnPoint").transform.position,
Quaternion.identity);

savedTime = seconds;
}
}
``````

And This is my code on my buillit prefab

``````function OnCollisionEnter(hit : Collision)

{

if(hit.gameObject.tag == "Player")
{
HC.LIVES -=1;

Destroy(gameObject);
}

if(hit.gameObject.tag == "turret")
{

Destroy(gameObject);
}

}
``````

The problem is you are trying to use a high-speed bullet. With discreet physics, the bullet jumps forwards each frame - sometimes right over you. Either change the Collision Detection mode to “Continuous Dynamic” (which is expensive), or use raycasting to “fire” bullets rather than trying to model them physically.