rigidbody bullets dont spawn where i want them too.

i created a sphere named “bulletspawnPoint” and set its colliders to unchecked. it is also not rendered. what i want is for my bullet to instantiate at the location of the invisible sphere. i tried many tutorials but they all mess up some how even if i copy and paste…
so i tried making my own code with the bits that DO work right, now i just need help positioning the bullets(that do shoot) to shoot from specifically the location of the bulletspawnPoint. this is my current code.

Bullets DO fire, just they spawn lower than intended and even when i try to set it to spawn elsewhere it still spawns here or errors. any tips?

var projectile : Transform;

var bulletSpeed : float = 20;

function Update () {

    if(Input.GetMouseButtonDown(0)){

    //Instantiate the projectile at the position and rotation of this transform

    var clone : Transform;

    clone = Instantiate(projectile, transform.position, transform.rotation);
    

    // Add force to the cloned object in the object's forward direction

    clone.rigidbody.AddForce(clone.transform.forward * bulletSpeed);

	}
	
	// Apply the direction to the CharacterMotor

	motor.inputMoveDirection = transform.rotation * directionVector;

	motor.inputJump = Input.GetButton("Jump");
}

// Require a character controller to be attached to the same game object

@script RequireComponent (CharacterMotor)

@script AddComponentMenu ("Character/FPS Input Controller")

Use the code below - with the inspector drag and drop your spawn point onto the spawn point variable in the inspector.

var projectile : Transform;
var spawnPoint: Transform;
 

var bulletSpeed : float = 20;

function Update () {


if(Input.GetMouseButtonDown(0)){

//Instantiate the projectile at the position and rotation of this transform

var clone : Transform;

clone = Instantiate(projectile, spawnPoint.position, transform.rotation);


// Add force to the cloned object in the object's forward direction

clone.rigidbody.AddForce(clone.transform.forward * bulletSpeed);

}

// Apply the direction to the CharacterMotor

motor.inputMoveDirection = transform.rotation * directionVector;

motor.inputJump = Input.GetButton("Jump");
}

// Require a character controller to be attached to the same game object

@script RequireComponent (CharacterMotor)

@script AddComponentMenu ("Character/FPS Input Controller")