Rigidbody2D.AddRelativeForce not working

I’m making an action platformer. I’m having the player shoot a shot gun with a spread shot like this (excuse the lack of drawing skills I can’t draw):


I’m using Rigidbody2D.AddRelativeForce But for some reason the bullets don’t move forward, they spawn but just sit there. Here’s a picture of the Rigidbody on each bullet. I do want to be adding local force, so they can seperate

And finally here’s the relevant code from the player script:

void ShootWeapon()
{         
    for (float j = -bulletSpreadAngle; j < bulletSpreadAngle; j += bulletSpreadAngle / numOfBullets * 2)
    {
        GameObject bullet = Instantiate(bulletPrefab, gunEnd.position, Quaternion.identity);
        Rigidbody2D projectileRigidbody = bullet.GetComponent<Rigidbody2D>();
        print(j);

        bullet.transform.localRotation = new Quaternion(Quaternion.identity.x, Quaternion.identity.y, j, Quaternion.identity.w);
        projectileRigidbody.AddRelativeForce(new Vector2(bulletSpeed, projectileRigidbody.velocity.y), ForceMode2D.Impulse);
    }
}

I’m guess that the “Body Type Kinematic” might be your problem? Being kinematic means the rigidbody doesn’t get forces applied to it. Try changing that up. Hope this helps!