Hi,
ok, I have created a small sample.
to fire, I simply use "Add force", that's enough to propel a physics gameobject.
in our case, I went further. I made it so that it follows the trajectory for realism. to do that in its most simplistic form, I had to tweak the missiel gameObject to fire on its z axis, but because the capsule is not aligned with the z axis, I made it as a child of the missile, where the missile only has a capsulde collider.
this setup is really optimal in may ways, because you can then have any kind of shape for your missile mesh, as long as it's along the z axis. and you don't need to have complex colliders, simply rely on the capsule collider ( a box collider would do fine here f the missile is to dissapear on hit.
bye,
Jean