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Discussion in 'Editor & General Support' started by jtman562, Jun 12, 2011.
How can I determine the speed at which an object with a Rigidbody falls?
That's not what I want. My Rigidbody starts in the air. I want it to fall faster.
Are you using definition 1? I don't think that makes sense – I figured you meant definition 2 – but if you're talking about 1, I'd look at these, and if that's not enough, please try to add clarity to your question so we don't give you unhelpful advice, and we don't waste our time in the process.
Got it. Thanks.
rigidbody.AddForce(1, -4300, 1);
The question is straight forward. Setting a rb velocity is exactly that, setting it's velocity, which is a pretty standard thing to do. The question asks for a falling force, like the globals Physics gravity, but for individual Rigidbodies. I need this too. It is Completely stupid that Unity did not make the mass affect it's gravity value, like it does in real life. Higher mass objects accelerate quicker when falling. -- I'm going to put it out there that there is no solution to it. There's not one in this thread. -- Shame on Unity for making Physics gravity a single global value.
I'm going to post the solution, which I spent the last hour working out, in a new thread.
Looking forward to the answer as i noticed some objects with bigger mass starting to fall way to slow.
Here's the answer. UnityAnswers
Yeah I noticed that too. Strange.
Lets go deeper; blame Galileo. Source:
In the real world, we have things like air resistance.
And by real i mean on earth yea the moon is real as well but all of us live on earth not on the moon. And my game for one is earth related.. And here on earth In practice, what you notice is that air friction makes less difference for the heavier object. So it would be nice to have that in the game as well. Because i want a peace of paper fall slower then a bowling ball.
True. Are you using Drag property? It's for air resistance.
Hmm Interesting i assumed incorrectly it was drag on a collider. I'll go tinkering with it.
This is not correct. Gravity force on higher mass will be higher but since acceleration = force / mass ; higher mass objects will have the same fall acceleration. The thing that makes the difference is air resistance or drag which can be simulated with rigidbody.drag in Unity. If you want the objects fall faster without adding external force, you should decrease the drag. If there is a feather or paper that should fall slowly, the drag should be increased.