rigidbody2D addForce transform right not working for negative x axis value

I have a script to shoot a bullet by using rigidBody2D.addForce. The issue is that if transform.right has a negative x component, there is no force being added. Basically I can shoot right but not left. Here is my code:

if (rotateWeapon.getMouseRelative().x > 0)
            {
                newBullet.transform.rotation = Quaternion.Euler(0, 180, -rotateWeapon.getRotationF()-180);
            }
            else if (rotateWeapon.getMouseRelative().x < 0)
            {
                newBullet.transform.rotation = Quaternion.Euler(0, 0, rotateWeapon.getRotationF());               
            }
            newBullet.transform.position = transform.position;
            newBullet.GetComponent<Rigidbody2D>().AddForce(newBullet.transform.right * bulletSpeed);

I simplified your code to test it and used the following:

    public void Shoot()
    {
        if (right)
        {
            bullet.transform.rotation = Quaternion.Euler(0, 0, 0);
        }
        else
        {
            bullet.transform.rotation = Quaternion.Euler(0, 180, 0);
        }
        bullet.transform.position = Vector3.zero;
        bullet.GetComponent<Rigidbody2D>().AddForce(bullet.transform.right * bulletSpeed);
    }

That seems to work OK and I can shoot both left and right. I’m not sure about the rotations that you are doing on the Z axis (lines 3 and 7). If you are rotating on the Y axis to have the bullet face left, are you then not rotating on the Z axis, which turns it right again? I don’t think you need the Z rotations at all. Ignore the weapon, just worry about the bullet.