# Firing with Bullet Time

Open up our **Tutorial.cs** script. We need to create a reference to the transform of the bullet object, as well as to the main camera.

{% embed url="<https://gist.github.com/a7a588f0ddc5018ef2f835475648278f.git>" %}

Then we will need to send this object to the system when we are requesting to fire. Remember the **FireBallisticsBullet** method. The method actually can take two more parameters which are null by default:

* **bulletTimeTransform:** This is the transform where the bullet will come out of during bullet time effects (e.g an empty object at the end of the weapon barrel). For now, we will use the main camera transform for it.&#x20;
* **bulletTimeBullet:** The transform of the bullet object that will be moving towards the target during bullet time.

So, now let's update our call by incorporating these two values in it.

{% embed url="<https://gist.github.com/55181f13f292a9c4b6ef5fee6e85b37d.git>" %}

So, our whole **Tutorial.cs** script now looks like this:

{% embed url="<https://gist.github.com/ec8cc7ec85243ecd5913c196c6675e7f.git>" %}
Updated Tutorial.cs script, now we use mainCamera & bulletTimeBullet objects in our Fire call.
{% endembed %}

Do not forget to assign the transforms in the inspector of Tutorial object.

![Transforms assigned in Tutorial.cs](/files/-MaKsMXxSVtQeLkMjGYR)

If we have fired now, again nothing would change in the scene. This is because even though RSB is now ready to fire up bullet time events, there is no listener in the scene to react to those events. Thats where **BulletTimeCameraDefault** script comes in play, now let's take a look at that.


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