Shoot projectile according to rotation

I have been trying for hours and I can’t get a projectile to shoot the way it is facing.
The projectile is only shooting directly forward. I need it to shoot up into the air.
I have its rotation set to the rotation of the camera, but how do I add force in that direction.

Thank you in advance.

  function Fire(){
        var power:int;
        power=0;
        while(Input.GetButton("Fire1")){
        power++;
        Debug.Log("Power"+power, gameObject);
        yield WaitForSeconds(0.1);
        }
        power = power *5;
        
        var angle = Vector3(cam.transform.eulerAngles.x,cam.transform.eulerAngles.y,cam.transform.eulerAngles.z);
          // Instantiate the projectile at the position and rotation of this transform
        var clone : Rigidbody;
        //X,Y,Z
        var positionn = Vector3(transform.position.x, transform.position.y+1, transform.position.z);
        
        clone = Instantiate(projectile, positionn, transform.rotation);
        
        //rotate
        clone.transform.eulerAngles= angle;
        // Give the cloned object an initial velocity along the current 
        // object's Z axis
        clone.velocity = transform.TransformDirection (Vector3.forward * power);
        
        }

Try this. When you’re setting the clone’s velocity (the very last line), use:

clone.velocity = (transform.rotation * Vector3.forward) * power

transform.rotation will give you a quaternion, and multiplying it by Vector3.forward will give you it’s normalized ‘forward’ component in Vector3 form (or at least that’s my vague understanding of quaternion…)

I think below post will help you.