I'm attempting to simulate gravity in my game. It's a game similar to this: I want to be able to blow things up and have the debris follow a realistic arc in my game world and then land on the game world floor. Currently I'm using 2D physics and my world is in the XY-plane, the camera is above in Z looking down. I guess that's fairly standard for Unity 2D. The problem is obviously that my world is actually completely flat in the XY-plane, but it's simulating sort of a 45 degree angle (like in the video). My objects will have to arc along the Y-axis, but I have to fake this arc and I have to fake a world floor for my items to land on. My initial idea was to to fake a starting height for the debris, a max height of the arc, and then simulate gravity along the Y-axis. When my debris goes below -1 * starting height it would "hit the ground" and I would stop simulating gravity. All the way through the arc I would draw a drop shadow at -1 * starting height for the debris. That way the shadow would get closer and closer to the debris as it reached the ground. But I'm struggling. The arcs look so artificial. Nothing like real gravity. And I sort of wanted to fake bouncing and rolling as well, but unless I can get this working I'm obviously not getting to that. Unless I can get this working I'm not going to continue with this project I guess because I just love blowing things up. And I want to blow up 2d pixel art in this game. Edit: I also quickly tried 3D physics in an attempt to use gravity along the z-axis and some trickery to make this work, but that looked even worse. So I guess I have to stick with 2D physics, but I guess I have to fake most of this no matter what because of how unrealistic such a 2D top down game world is?