VectorForce not going towards mouse position

I was trying to test the best options to visualize a bullet and the first thing I did was use the part’s velocity it works but it is not smooth. Then I tried VectorForce it is smooth but does not go to the mouse’s location keep in mind both scripts on the velocity and vector are the same except the vector force part.

--Local script
local Tool = script.Parent
local ShootEvent = Tool:WaitForChild("RemoteEvent")

local player = game.Players.LocalPlayer
local mouse = player:GetMouse()

local speed = Vector3.new(75,90,75)  --90
local Debounce = true
Tool.Activated:Connect(function()
	if Debounce then 
		Debounce = false
		ShootEvent:FireServer(mouse.hit.LookVector * speed)
		wait(2)
		Debounce = true
	end
end)

-------------------------------
-- Server Script
local Debris = game:GetService("Debris")

local Tool = script.Parent
local Handle = Tool.Handle
local ShootEvent = Tool:WaitForChild("RemoteEvent")

ShootEvent.OnServerEvent:Connect(function(player, Velocity)
	local newBullet = Instance.new("Part")
	newBullet.Size = Vector3.new(.25,.25,1)
	newBullet.Color = Color3.fromRGB(255, 210, 9)
	newBullet.Material = Enum.Material.Neon
	newBullet.Parent = game.Workspace
	newBullet.Position = Handle.Position
	newBullet.CFrame = Handle.CFrame
	newBullet.CanCollide = true
	local mass = newBullet:GetMass()
	local attach = Instance.new("Attachment")
	attach.Parent = newBullet
	attach.CFrame = newBullet.CFrame
	local VectForce = Instance.new("VectorForce")
	VectForce.Parent = newBullet
	VectForce.Attachment0 = attach
	VectForce.ApplyAtCenterOfMass = true
	VectForce.RelativeTo  = ("Attachment0")
	VectForce.Enabled = true
	VectForce.Force = Velocity 
	print(VectForce.Force)
	
	local TouchConn = newBullet.Touched:Connect(function(hit)
		if hit ~= Handle and hit ~= Handle and not Tool.Parent:FindFirstChild(hit.Name) then
			if hit.Parent:FindFirstChild("Humanoid") then
			wait(.01)
			newBullet:Destroy()
			Handle.Transparency = 0
			end
		end	
	end)
	wait(1)
	if TouchConn ~= nil and game.Workspace:FindFirstChildOfClass("Part") then
		Handle.Transparency = 0
	end
	
	
	wait(4.5)
	if TouchConn ~= nil and game.Workspace:FindFirstChildOfClass("Part") then
		Handle.Transparency = 0
		newBullet:Destroy()
	end
end)

How about BodyVelocity? Might work as its smooth.

It would just float I want it to fall overtime.

Your direction is off. You want to use

(mouse.Hit.Position - Tool.Handle.Position).unit * 90

As your velocity. Where 90 is the speed. However, to make smooth effects you need to be using localized instances of the bullet - replicate it to all clients manually. Do not create it on the server.

Here is an example of working with local instances that replicates to all clients properly.

Here is the place file for you to see how it works and use the code for yourself.

bulletClientReplication.rbxl (33.7 KB)

What is the video since it has 0 seconds on it.

The issue as far as I can tell from the video is that you are clicking into the void, mouse.hit does work correctly when not against the skybox. You could solve this by building invisible borders around the map.

Even if my mouse is on a part it would still go somewhere else.

Did you try the place file I linked? It solves your issue. The video was just to show you the place file.

Would this be seen by other players?

Yes, I have it being replicated. You can use the Studio server test to see it.

I have seen It but you are not using the vector force, and I am trying to know how to use it.