how to get instantiated object to rotate?

im currently working on a script that creates an object and fires it. i have it set to transform.forward so i know that is should be firing in the right direction. the problem is that even with the rb.addforce (yes ive checked if its finding the rigidbody, it is) its not moving no matter how high i put the speed variable, can anyone help?

public GameObject firePrefab;
public Transform firepoint;//Predetermined spawnpoint
public Animator anim;
public Rigidbody rb;
public float speed;
public GameObject childfire;
public GameObject Player;
private void Start()
{
    
    childfire = gameObject.transform.Find("fire").gameObject;
    firePrefab = Resources.Load("fire") as GameObject;
    firepoint = gameObject.transform;
    anim = gameObject.GetComponent<Animator>();
    rb = firePrefab.GetComponent<Rigidbody>();
}
void Update()
{
    if (Input.GetKeyDown(KeyCode.Mouse1))
    {
        Debug.Log("m1");
        StartCoroutine(firetime());
        
    }
    else
    {
        anim.SetBool("Fire",false);
    }
}
IEnumerator firetime()
{
    anim.SetBool("Fire", true);
    childfire.SetActive(false);
    yield return new WaitForSeconds(0.4f);
    
    CastFire(firePrefab, firepoint.transform.position, firepoint.transform.rotation);
    rb.AddForce(transform.forward * speed * Time.deltaTime);
    yield return new WaitForSeconds(0.4f);
    childfire.SetActive(true);
    
}
//"fire"' method
void CastFire(GameObject prefab, Vector3 position, Quaternion rotation)
{
    GameObject fireObject = Instantiate(firePrefab, firepoint.position, Quaternion.identity);
}

@kalsut1
You are currently setting the “rb” variable to the Prefab and not to the instantiated object. You are basically adding force to an object that isn’t created in your scene. Make sure to add the force to the instantiated object in your CastFire method.

     //"fire"' method
     void CastFire(GameObject prefab, Vector3 position, Quaternion rotation)
     {
         GameObject fireObject = Instantiate(firePrefab, firepoint.position, Quaternion.identity);
         //You want to add force to this fireObjects' rigidBody. Not the prefab.
         rb = fireObject .GetComponent<Rigidbody>();
    }