# Bullet

Whenever you trigger a bullet time effect, there needs to be an actual bullet object travelling throughout the scene to watch. We can use the already available bullet prefab for now. Navigate to the **InanEvin>Realistic Sniper and Ballistics>System Prefabs** folder and drag & drop the **Bullet Time - Bullet** prefab into the scene. If you enable and look at it, it's just a simple bullet mesh, with a rotator script on it. We keep it disabled in the beginning because we don't want it to render except in those times where bullet time is triggered. We will send this object to the SniperAndBallisticsSystem.cs instance while we are calling a method to fire, and it will enable it when using bullet time effects.

![Bullet Time - Bullet prefab. Later on, you can replace this with your own bullet object.](/files/-MaKpTwFwr8HsGiAhCvk)


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://rsb.inanevin.com/getting-started/bullet-time-effects/bullet.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
