# gameobject with less weight

 0 hi... I made 2 balls ... and I wrote adding force in X direction... everything work good but the objects seems to heavy... when the ball hit the other they don't move fast like for example pool ball , but they are heavy like iron balls... I just set their mass to " 0.0000000001 " but it still heavy... is there any way to make it more realistic like soccer , pool or golf ball? more ▼ asked Sep 21 '11 at 09:45 PM MobinS 56 ● 23 ● 32 ● 36 add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

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 0 Your problem is most likely either related to Scale or related to your ForceMode Parameter.Scale:If your physics objects seem to move really slowly at all times, then it might just be because your objects are too big. Try shrinking your objects: A soccer ball should have a diameter of around 0.12 units; For pool try 0.05 diameter; For Golf try 0.04 or lessForceMode:If you are using Rigidbody.AddForce to move your game pieces around, be careful what ForceMode you use. Example: ``````function Start() { //ForceMode.Force [default!] will multiply by Time.deltaTime; // Intended use is to apply Force OVER SEVERAL FRAMES rigidbody.AddForce(Vector3.forward); //ForceMode.Impulse adds all the force in one burst; useful for kicking rigidbody.AddForce(Vector3.forward * 10, ForceMode.Impulse); //ForceMode.Acceleration will acts exactly like gravity does // This is the same as multiplying by rigidbody.mass rigidbody.AddForce(Vector3.up * -9.8, ForceMode.Acceleration); //ForceMode.VelocityChange will simply add the input to rigidbody.velocity // This is the same as using Impulse and multiplying by rigidbody.mass rigidbody.AddForce(Vector3.forward, ForceMode.VelocityChange); } `````` more ▼ answered Sep 21 '11 at 11:14 PM SilverTabby 1.9k ● 3 ● 6 ● 18 thnx....... Sep 22 '11 at 12:21 PM MobinS add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

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