I'm making a dynamic weather system for a top down pirate game I'm tinkering with. I'm trying to get the wind to push my boats around a little bit. I didn't like the way area effectors seem accumulate force on objects, so I'm trying to do it with rigidbody2d.addforce(). I found and adapted this code I found on another forum: Code (CSharp): Vector3 dir = Quaternion.AngleAxis(currentWindDir - 90f, Vector3.forward) * Vector3.right; rigidbody.AddForce(dir * currentWindSpeed); The problem is that the boats seem to be getting pushed in any random direction. I have currentWindDIr - 90f because in testing, when I put 0 in for the wind direction, the boats would go straight right. Does anyone see what's wrong with my code? And would you mind explaining to me what's wrong with it please?