Turret system not working c#

I’m trying aid my designers in being able to build part of a tower defence game, i’ve found an apparent working code online however i can’t seem to get anything to work.(nothing firing out of a turret prefab)
Turret Code

     using System.Collections;
        
         
        
         
        
         
        
        public class TurretScript : MonoBehaviour {
        
         
        
            
        
         
        
            
        
         
        
            
        
         
        
            public float reloadTime = 1f;
        
         
        
            public float firePauseTime = .25f;
        
         
        
            
        
         
        
            
        
         
        
            private Transform myTarget = null;
        
         
        
            private float nextFireTime;
        
         
        
            private float nextMoveTime;
        
         
        
            private Quaternion desiredRotation;
        
         
        
            public GameObject Bullet;
        
         
        
            
        
         
        
         
        
         
        
            // Use this for initialization
        
         
        
            void Start () {
        
         
        
            
        
         
        
            }
        
         
        
            
        
         
        
            // Update is called once per frame
        
         
        
            void Update () {
        
         
        
                
        
         
        
                if (myTarget!=null)
        
         
        
                {
        
         
        
                    if(Time.time >= nextMoveTime)
        
         
        
                    {
        
         
        
                        CalculateAimPosition(myTarget.position);    
        
         
        
                        
        
         
        
                    }
        
         
        
                
        
         
        
                    if(Time.time >= nextFireTime)
        
         
        
                    {
        
         
        
                        FireProjectile ();  
        
         
        
                        
        
         
        
                    }
        
         
        
                }
        
         
        
            
        
         
        
            }
        
         
        
            
        
         
        
            void OnTriggerEnter(Collider other){
        
         
        
                
        
         
        
                if (other.gameObject.tag == "Enemy")
        
         
        
                {
        
         
        
                    nextFireTime = Time.deltaTime + (reloadTime*0.75f);
        
         
        
                    myTarget = other.gameObject.transform;
        
         
        
                    
        
         
        
                }
        
         
        
                
        
         
        
                
        
         
        
            }
        
         
        
            
        
         
        
            void OnTriggerExit(Collider other){
        
         
        
                
        
         
        
                if (other.gameObject.transform == myTarget)
        
         
        
                {
        
         
        
                    myTarget = null;    
        
         
        
                }
        
         
        
                
        
         
        
                
        
         
        
            }
        
         
        
            
        
         
        
            void CalculateAimPosition(Vector3 targetPos){
        
         
        
                
        
         
        
                Vector3 aimPoint = new Vector3(targetPos.x, targetPos.y, targetPos.z);
        
         
        
                desiredRotation = Quaternion.LookRotation (aimPoint);
        
         
        
            }
        
         
        
         
        
         
        
         
        
         
        
            void FireProjectile(){
        
         
        
            
        
         
        
                audio.Play();
        
         
        
                nextFireTime = Time.time+reloadTime;
        
         
        
                nextMoveTime = Time.time+firePauseTime;
        
         
        
                
        
         
        
                Instantiate (Bullet, transform.position, desiredRotation);
        
         
        
            }
        }

Bullet Code

using UnityEngine;

using System.Collections;

 

public class BulletScript : MonoBehaviour {

    

    public float mySpeed = 5.0f;

    

    public float myRange = 1.5f;

    

    private float myDist;

 

    // Use this for initialization

    void Start () {

    

    }

    

    // Update is called once per frame

    void Update () {

    

        transform.Translate (Vector3.forward * Time.deltaTime * mySpeed);

        myDist += Time.deltaTime * mySpeed;

        if(myDist >= myRange)

            

        {

            Destroy(gameObject);

        

        }

        

}

}

You really need to format your code.

Your code creates a bullet but never adds any force to make it move. Replace line 309 by these two lines:

GameObject go =  Instantiate (Bullet, transform.position, desiredRotation);
go.rigidbody.AddForce(transform.forward * 1500);

Note the Bullet must have a Rigidbody component and you must drag the bullet prefab (a true prefab not a scene object) onto the Bullet variable in the inspector.

Any one have an idea?