How do you add force to a clone after you spawn it?

I want to make a gun, so far it spawns bullets but those bullets travel forward.
this is my code

void FixedUpdate() { bulletSpawnPoint = GameObject.Find("BulletSpawnPoint").transform.position; if (Input.GetKey (KeyCode.Z)) { Instantiate (bullet); bullet.transform.position = bulletSpawnPoint; bullet.GetComponent<Rigidbody> ().AddForce (0, 300, 0); }
What should I do?

If it’s 3D, use transform.forward.

As for actually applying the force, you want to do something like this.

GameObject newBullet = (GameObject)Instantiate(bullet) as GameObject;
newBullet.transform.position = bulletSpawnPoint;
newBullet.GetComponent<Rigidbody>().AddForce(transform.forward);

Ok so the bullet prefab needs to have a script attached to it that either at start or in update adds force

No you can add force to the Bullet through the gun script, just when you instantiate the bullet you give it a name, then you can do something like this

Bullet.Getcomponent < Rigidbody >().Addforce(transform.forward)

Not at home so I don’t have an actual script to show you. Hope this helps