> For the complete documentation index, see [llms.txt](https://rsb.inanevin.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rsb.inanevin.com/getting-started/bullet-time-effects/target.md).

# Target

In order for RSB to trigger a bullet time effect, it needs to hit a target that can be, let's say bullet-time-able. This is determined by the **BulletTimeTarget.cs** script, which can be found under **InanEvin>Realistic Sniper and Ballistics>src>BulletTime** folder. Let's attach this script to our cube object

![BulletTimeTarget.cs attached to our cube object.](/files/-MaKnKbC5-Yp9Kmo9rlC)

{% hint style="info" %}
Note that we have removed the **BallisticSurface.cs** script from the cube for the sake of the tutorial, however it **doesn't** affect the bullet time at all. So an object can be penetrable, or ricochet-able, and **still** can be a bullet time target. RSB is only concerned with wheter the **BulletTimeTarget.cs** script is attached or not.
{% endhint %}

Now let's move the cube to **0,0,100** position, so it's far away from the camera. This way, the default minimum distance of 90 will not prevent the effect from being triggered. Also, let's scale our cube to **5,6,1** and make sure it's rotation is **0,0,0**. If you fire at this point, there won't be any changes in the scene when the target is hit.

![Hitting the cube at 0,0,100 which has BulletTimeTarget.cs on it. No effect is triggered at this stage.](/files/-MaKnf-HbniVsbobuOw1)

Right now, the bullet time effects are not being triggered, because when we are firing using **FireBallisticsBullet** method, we do not pass in any arguments for bullet time. Before doing so, we would need to setup a bullet mesh in the scene which will be visible during bullet time effects.
