Start up a new project, setup a default size sphere (xyz scales are 1), attach rigidbody etc and look at how it falls,
The falling looks slow under default gravity, until I change gravity to -20 then it looks about right.
But changing the realistic gravity dont' seem to be the right thing to do? Does anyone know what might be wrong?
thanks for helping guys.. yeah I went through the rigid body reference page many times...
mass should not affect falling, (and I have tried it) ; then I made sure drag is set to 0. , and again size scales are all 1.
gravity of -9.81 still looks like it's falling about half of speed...
what else can be wrong..? or just I am delusional?...@_@
Probably your scale is too big; use a smaller scale.
Rei, you may be delusional, but then we're two :)
I was doing a simple prediction of time-of-impact for a projectile and thought I had the math worked out correctly, but the projectile kept overshooting, I then used 9.81/2 as my gravity constant, and lo and behold: Everything added up.
I tried simulating the path myself using a kinematic rigidbody, but to match Unity's arc (when using a non-kinematic rigidbody with a constant velocity and gravity), I have to use half g.
Is it not just a simple 2nd order polynomial?
p = p0 + t*v + t^2 * g
What am I missing?
Answer by Eric5h5
Feb 11, 2011 at 04:28 AM
Reduce the drag; see the docs about rigidbody behavior: http://unity3d.com/support/documentation/Components/class-Rigidbody.html
Answer by BoaNeo
Jun 13, 2014 at 09:05 PM
I am missing that the speed of the curve is
p' = v + 2*g*t
I.e. double g... So, never mind, sometimes one just need to ask the question to see the answer :)
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