# First instantiated object is faster than the rest,Why the first instantiated projectile is faster than the rest?

Hey, I’m really new to unity and coding and I’m just practicing what I’ve learned so far, so I wrote a code to instantiate a projectile prefab in my mouse direction when I click and destroy it after 3 seconds, but the problem is I noticed the first bullet/projectile is always faster than the rest so I checked the velocity of it and the first one almost always is twice as fast as the rest:

``````void Shoot()
{
Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 direction = mousePos - transform.position;
direction.Normalize();

projectileIns = Instantiate(projectile, transform.position, Quaternion.identity);

projectileRB = projectileIns.GetComponent<Rigidbody2D>();

projectileRB.AddForce(direction * projectileSpeed * 10 * Time.deltaTime, ForceMode2D.Impulse);

Debug.Log("Velo: " +  projectileRB.velocity);

Destroy(projectileIns,2);
}
``````

this method is called in Update(), not FixedUpdate (if that helps).

Velocity of objects in order of instantiation:

1. Velo: (19.62, 0.37)
2. Velo: (12.17, -1.22)
3. Velo: (11.16, -1.11)
4. Velo: (13.05, -1.30)
5. etc.

also, since I know my code isn’t perfectly clean and there are better ways of doing this, so if you can help with cleaning my code or making it any better, I’ll be thankful.

The reason for this is becuase you multiply the force with `Time.deltaTime`. This is only necessary for constant forces which should be applied over multiple frames. If you just add force once as an impulse that is like setting a velocity with respect to the mass of the object. So no Time needed here.

If you remove that it should be correct.

Apart from that your code looks good as it is.