How to shoot particle like projectile?

hi everyone I made a tank that shoot sphere balls on mouse click.

my C# script:

    GameObject prefab;

	// Use this for initialization
	void Start () {
        prefab = Resources.Load("projectile") as GameObject;
	}

    // Update is called once per frame
    void Update() {
        if (Input.GetMouseButtonDown(0))
        {
            GameObject Orb = Instantiate(prefab) as GameObject;
            Orb.transform.position = transform.position + Camera.main.transform.forward * 2;
            Rigidbody rb = Orb.GetComponent<Rigidbody>();
            rb.velocity = Camera.main.transform.forward * 40;
        }   

    }

but i want to shoot a particle that i created. how can I do that? I trying change my scripts but this didnt work.

Once you instantiate your effect prefab to a clone game object in your game, you need to get the particle system component. In many cases, instantiate any prefab in Update() is a bad idea (destroying game object repeatedly can potentially cause memory leak), instead just do it either on Awake, Start or Enable.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FireParticlesOnMouseDown : MonoBehaviour {
	
	public Transform effectPrefab;
	public Camera mainCamera;
	private Transform _clone;
	private ParticleSystem _clone_ps;
	private ParticleSystem.EmissionModule _clone_ps_em;
	
	void OnEnable () {
		//"Camera.main" is pricey, use it only when you run out of options.
		if (!mainCamera) {
			mainCamera = Camera.main;
		}
		
		_clone = Instantiate(effectPrefab);
		_clone.parent = transform;
		_clone.localPosition = Vector3.forward * 2f;
		_clone.localRotation = Quaternion.identity;
		_clone_ps = _clone.GetComponent<ParticleSystem>();
		_clone_ps.Play();
		_clone_ps_em = _clone_ps.emission;
		_clone_ps_em.enabled = false;
	}
	
	void Update () {
		if (Input.GetMouseButton(0)) {
			_clone_ps_em.enabled = true;
			//Calling ps.Play during Update will cause the effect to reset itself repeatedly.
		} else {
			_clone_ps_em.enabled = false;
		}
	}
}