Unity 5 arrow shooting

I have a sprite that rotates based on holding a mouse button. So once the left mouse button is released he shoots an arrow. The rotation of the arrow is good. ( maybe it misses couple of degrees but its fine ) . But here is the problem i have an AddForce function and that Add Force function needs to shoot based on rotation of the Arrow. Keep in mind that i want my arrow to have a real curved flying. Here is the code.

using UnityEngine;
using System.Collections;


[RequireComponent(typeof(PlayerController))]
public class ArrowControl : MonoBehaviour {

	public float thrust = 250f;

	private Rigidbody2D arrow;

	// Use this for initializatio
	private bool flight;


	void Start () {
		arrow = GetComponent<Rigidbody2D> ();
		flight = true;
	}
	
	// Update is called once per frame
	void Update () {

		ArrowMotion ();
	}

	void ArrowMotion(){

		if (Input.GetMouseButtonUp(0)){
			flight = true;
			if(flight){
			
				arrow.AddForce(Vector2.right * thrust);
				flight = false;
			}

		}
	}

		

	}

And the second script

using UnityEngine;
using System.Collections;



public class PlayerController : MonoBehaviour {

			
		//Public Vars
	    [SerializeField]
		public Camera camera;
	    [SerializeField]
	    public Rigidbody2D arrow;
	    public bool shoot;
	    public Vector3 mousePosition;
	    public PlayerController play;
		//Private Vars
		
		private Vector3 direction;
		private float distanceFromObject;
	    private Rigidbody2D rigidbody;
	    private bool isAiming;
	    private Animator anim;





	void Start() {
		rigidbody = GetComponent<Rigidbody2D> ();
		anim = GetComponent<Animator> ();
		shoot = false;
	}
		
    void FixedUpdate() {

		HandleRotation ();
	   

	}

	void Update(){
		HandleShoot();
	}
	

    void HandleRotation(){
		
		if (Input.GetMouseButton(0)){

			isAiming = true;
			//Grab the current mouse position on the screen
			/*mousePosition = camera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y, Input.mousePosition.z + camera.transform.position.z));
			
			//Rotates toward the mouse
			rigidbody.transform.eulerAngles = - new Vector3(0,0,Mathf.Atan2((mousePosition.y - transform.position.y), (mousePosition.x - transform.position.x))*Mathf.Rad2Deg + 180); */
			Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
			Vector3 dir = Input.mousePosition - pos;
			float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
			transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
			
		}
		
	}

	void HandleShoot()
	{
		if (isAiming) {
			anim.SetBool("Aiming", true);
		}
		if (Input.GetMouseButtonUp (0)) {
			isAiming = false;
			anim.SetBool ("Aiming", false);
			shoot = true;
		
			if (shoot) {
				Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
				Vector3 dir = Input.mousePosition - pos;
				float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;

				Instantiate (arrow, rigidbody.position, transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward));
				shoot = false;
			}
		}
	} 
}

You need to figure out what the vector that represents the arrow direction is pointed and use that as your force. Right now you are just using Vector3.right. You already solve for this inside your handle shoot function by finding the “dir” of the arrow.

So in your add force just make the force that you put on the arrow this-

 dir.normalized * SomeForce

The higher SomeForce is, the stronger the force.

Yes it works i just have a bug where i have to release mouse button twice in order for ‘AddForce’ to work… but thanks a lot!