Move several instances

I want to make all instances of a prefab to move for a 2D flight combat game I’m making. This prefab is the bullet and I’m having problem making all the clones to move.

Right now only the first clone moves correctly the others go to the position I want, the rotation I want but they don’t move, they just stay in same position.

Here is the code:

if (Input.GetKeyDown(“space”)) {
Instantiate (GameObject.Find(“Cube”),GameObject.Find(“Test_Aircraft”).transform.position, GameObject.Find(“Test_Aircraft”).transform.rotation) ;
}

GameObject.Find(“Cube(Clone)”).transform.position = new Vector3 (GameObject.Find(“Cube(Clone)”).transform.position.x + (GameObject.Find(“Cube(Clone)”).transform.right.x * (float)1.75), GameObject.Find(“Cube(Clone)”).transform.position.y + GameObject.Find(“Cube(Clone)”).transform.right.y* (float)1.75 , GameObject.Find(“Cube(Clone)”).transform.position.z + (GameObject.Find(“Cube(Clone)”).transform.right.z* (float)1.75));

//The Test_Aircraft is the player

I think using addforce properties instead of manually programming the movement would simplify things a lot.
Since you can make all things like changes in trajectory handled by other physics inputs.

Also, your current code is to search for a object named “Cube(Clone)”, not a specific object or list of objects, just the first one it finds.
So the alternative would be a “for-each (in)” loop, which would loop through all objects.

That’s interesting, I used Cube(Clone) because that’s the name unity gives to every clone of Cube so I tought that it would do it for every objetc of that name, however it only does it for the first one the others spawn but stay in place, is there a way to know the name that the editor actually gives to every single clone, like, in the hierarchry they appear with the same name but I think they trully have some sort of numerical order, otherwise all the clones would move when I refer to Cube(Clone)