Hmmmmm, if you want to spawn from the point you hit you could do this:
var power = 10;
var projectile : Rigidbody;
var launch = Instantiate(projectile, hit.point, //rotation and stuff);
//then apply force.
projectile.rigidbody.AddForce(Vector3.up * power);
//or as I prefer:
projectile.transform.TransformDirection(Vector3.up * power);
//wait is this right? I don't know...... I don't know the code to my preference exactly....
What is does is it spawns a object at the point the raycast hit and it adds force to the projectile or moves it.
And if you want a object to move to the raycasthit you could do this(never used this before):
var projectile : Rigidbody;
var spawn : Transform;
projectile.transform.position = Vector3.MoveTowards(spawn.position, hit.point, /*maxDistanceDelta =*/ 0);
The maxDistanceDelta is the max distance from the target. so if it’s 0 it moves directly to it(if I’m right), but if it’s in the negative if moves away, If the code doesn’t work please notify me. I have never used this code so I don’t know if it will work. And for some clarifaction: