# 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.](https://2062757973-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MaImivuu1fX5yKbO7hR%2F-MaKjlfTjV9q5uw97Uip%2F-MaKnKbC5-Yp9Kmo9rlC%2Fimage.png?alt=media\&token=e7f5d569-fcfa-4903-8b60-1d9b6c3be9d5)

{% 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.](https://2062757973-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MaImivuu1fX5yKbO7hR%2F-MaKjlfTjV9q5uw97Uip%2F-MaKnf-HbniVsbobuOw1%2Fimage.png?alt=media\&token=1562901a-c5bc-4054-87a6-c35fd8b70462)

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.
