Request for Bullet direction assistance

Currently in a game design class working on a small parkour shooter.

Can you guys help me out with direction?
I need the bullet to go where the player is looking but I’m having some trouble. (I’m very inexperienced.)

Here’s what i have for physics so far:

Script: Shoot

using UnityEngine;
using System.Collections;

public class Shoot : MonoBehaviour {
public GameObject bullet;
// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
	if (Input.GetMouseButtonDown (0)) {
		Debug.Log ("Pressed primary button.");
		Instantiate (bullet, this.transform.position, Quaternion.identity); 
	}
}

}

Script: BulletGo

using UnityEngine;
using System.Collections;

public class BulletGo : MonoBehaviour {
public float movementSpeed = 15.0f;
// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
		transform.position += Vector3.forward * Time.deltaTime * movementSpeed;
}

}

That’s what we got so far.
any feedback and tips are appreciated!
My mark depends on it!

Thanks!
-Al

Vector3.forward is a simple constant. Using it as you did makes the bullet move in a constant direction.
There’s no indication, in which direction should the bullet move instead, but I will assume that it depends on the bullet orientation. In that case, in your update, use transform.forward instead of Vector3.forward. It’s a world-space forward direction of the bullet. And since transform.position is a world-space position of the bullet, it’s correct to add these two. (Vector3.forward could be understood as local-space forward)
The thing still missing in this case is the orientation of the bulllet itself. In your Shoot() method, you are setting the rotation to Quaternion.identity, which is another constant - so every bullet you shoot will point to the same direction. Now, again, it’s hard to guess what your intention here is - but you might want to rotate the bullet in the direction it should travel.

Instead of using transform.postition and vectors, I would use .AddRelativeForce using a rigidbody.

GameObject Bullet = Instantiate(bullet, transform.position, transform.rotation * Quaternion.Euler(0f, 0f, -270f)) as GameObject;
rb = Bullet.GetComponent<Rigidbody>();
rb.AddRelativeForce(0, 1000, 0);