I also have it destroy if it hits anything or goes more than 100 meters.
It also ignores the game object shooting it.
void Update ()
{
if (Vector3.Distance(StartLocation, transform.position) > 100)
Destroy(gameObject);
}
void OnTriggerEnter(Collider otherCollider)
{
print(otherCollider.ToString());
if (otherCollider.gameObject == ObjectFrom)
return;
Component damageable = otherCollider.gameObject.GetComponent(typeof(IDamagable));
print(damageable);
if (damageable)
{
(damageable as IDamagable).TakeDamage(Damage);
}
Destroy(gameObject);
}