Strange behavior when applying forces.
I am current running Unity version 5.6.2f1.
I am applying an impulse to a game object with a mass of 1 and gravity scale of 1 using RigidBody2D.AddForce(Vector2 , ForceMode2D.Impulse).
My object is a 64 x 64 sprite. My pixels per unit is set to 64. It starts from rest and then the impulse is applied using Vector2.up as my Vector2 parameter.
Shouldn't the vector of my velocity be equal to the Vector I passed to the method?
I output my velocity and I get (0, 1.6) instead of (0, 1).
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