Rigidbody2d.AddForce behaving odd

I have a ship that shoots a laser.

I use something like

GameObject laserClone = Instantiate(laser,transform.position+(transform.up),transform.rotation)as GameObject;

laserClone.rigidbody2D.AddForce(transform.up* speed*Time.deltaTime);

I attached another script to the laser prefab to print the velocity.magnitude after 1/4 of a second. I have the speed set so that the velocity’s magnitude is about 16. Most of the laser clones are within 0.01 of each other but occasionally and randomly some will have a velocity of 1-3. I cannot figure out why.

If anyone else has experienced something similar r has any idea what could be causing this any help would be appreciated. Thanks.

Because at the time of the spawn you have frame time differences. Don’t multiply by Time.deltaTime. But if you need to do something constantly and time-aware with rigidbodies switch to FixedUpdate() instead.