I could be wrong, but it looks as though you are using the position of the object you want to move as the argument for AddForce() when you should be creating a new Vector3 to represent the force you want to add. If the idea is for the object BallTemp to move very fast away from the character firing it in the direction of the cursor, you should probably create a Vector3 variable equal to the mouseposition minus the player character’s position, normalize it, multiply it by 300 (or however fast you want the bullet to go) and use that as the argument for AddForce(). Another thing to note is that if you have a collider moving very fast, the way this bullet likely will, it is likely to miss the intended target because it will travel so far in a single frame that it will skip right over other objects without the colliders ever intersecting. To avoid this, you might want to use a raycast instead. I hope this helps!