My bullet has no velocity after it is spawned.

I can instantiate my bullet but no code i put after it will give it a velocity. Addforce and transform won’t work. I keep getting errors maybe because I’m using Unity 5. Please help me. I can post the whole code if requested but I’m pretty sure all I need is this last line. Also I’m not getting an error as technically the prefab is spawned it just doesn’t have any velocity. The prefab for the bullet has a simple destroy gameobject when it collides script.

using UnityEngine;

using System.Collections;

public class EnemyAIScript : MonoBehaviour

{

public Transform player;
 
public float playerDistance;
 
public float rotationDamping;
 
public float chaseStartRange;
 
public float moveSpeed;
 
public static bool isPlayerAlive = true;
 
public float fireRate;
 
public float maxFire;
 
public float nextFire;
 
public GameObject BulletPrefab;
 
public float BulletSpeed;
 
void Update ()
{
Vector3 direction = transform.position;
 
if (isPlayerAlive)
{
 
playerDistance = Vector3.Distance (player.position, transform.position);
 
if (playerDistance < 20f)
{
 
lookAtPlayer ();
 
}
 
if (playerDistance < 20f)
{
 
if (playerDistance > 8f)
{
 
chase ();
}
 
else if (playerDistance < 8f)
{
 
attack ();
 
}
 
}
 
}
 
}
 
void lookAtPlayer ()
 
{
 
Quaternion rotation = Quaternion.LookRotation (player.position - transform.position);
 
transform.rotation = Quaternion.Slerp (transform.rotation, rotation, Time.deltaTime * rotationDamping);
 
}
 
void chase ()
 
{
 
transform.Translate (Vector3.forward * moveSpeed * Time.deltaTime);
 
}
 
void attack ()
 
{
 
if (Time.time > nextFire)
{
 
nextFire = Time.time + fireRate;
Instantiate (BulletPrefab, GameObject.Find ("spawnPoint").transform.position, Quaternion.identity);
 
}
 
}

From what I can tell of that you’re not actually calling the function to apply speed to that object after it’s instantiated.

i.e.

var spawnedBullet : GameObject;
    nextFire = Time.time + fireRate;
    spawnedBullet = Instantiate (BulletPrefab, GameObject.Find ("spawnPoint").transform.position, Quaternion.identity);
    spawnedBullet.RigidBody.AddForce(x,y,x,ForceMode);