Bullets Being Spawned without button press

Ok i have set bullets to be spawned on left mouse buton but what happens is bullets are firing without any left mouse press. infact millions of bullets are firing.
I am not using the Character Controller script as i can’t get it to work with rigidbody for my thrust.

var thrust = 0.1;
var bulletPrefab:Transform;
var bulletspeed = 1000;

function FixedUpdate () {
	
	
	rigidbody.AddForce(transform.forward * thrust);
	
	
	if (Input.GetKey ("up")) {
		rigidbody.AddForce(Vector3.up);
		Debug.Log("up arrow key is pressed");
	}
	if (Input.GetKey ("down")) {
		rigidbody.AddForce(Vector3.down);
		Debug.Log("down arrow key is pressed");
	}
	if (Input.GetKey ("left")) {
		rigidbody.AddForce(Vector3.left);
		Debug.Log("left arrow key is pressed");
	}
	if (Input.GetKey ("right")) {
		rigidbody.AddForce(Vector3.right);
		Debug.Log("right arrow key is held pressed");
	}
	
	
	//Check to see if LEFT MOUSE button is pressed then fire
		if(Input.GetMouseButtonDown(0).ToString())
	{
		var bullet = Instantiate(bulletPrefab, GameObject.Find("spawnPoint").transform.position,Quaternion.identity);
		bullet.rigidbody.AddForce(transform.forward * bulletspeed);
	}
}

P.S.
Can you remove the Box Collider if you have added rigidbody…?

You need to remove the .ToString() from the end of if(Input.GetMouseButtonDown(0).

It basically converts the boolean result to a string, which then makes the if statement ask the question “Does it have a value?” The answer is… Yes! It always has a value, and that value is either “true” or “false.” As a result, the bullets always fire.

Yes, a BoxCollider isn’t necessary for the rigidbody and vice versa. You can remove either without any issues so long as no scripts require them.