RigidBody2D AddForce Not Adding Acceleration
I'm trying to add acceleration to an object with a RigidBody2D component using AddForce, but all it seems to do is add a fixed velocity instead.
Here are the RigidBody2D settings: 
For testing I've modified the Update function to allow me to add forces and report the object's velocity periodically:
 void Update()
 {
     time += Time.deltaTime;
     if (time > 0.5)
     {
         Debug.Log("Velocity magnitude = " + rigidbody2D.velocity.magnitude);
         time = 0;
     }
 
     if (Input.GetKeyDown(KeyCode.Q))
     {
         rigidbody2D.AddForce(Vector2.right);
     }
 }
What I see is that every time I press Q, the velocity magnitude increases by a fixed 0.02.
I.e. first it doesn't move at all and the velocity is 0, then after pressing Q the velocity changes to 0.02 and stays at 0.02 while the object trudges slowly to the right.
Pressing Q increases it to 0.04, then pressing again to 0.06 and so on.
The velocity changes only when I add a force.
If I added a force of magnitude 1 to an object at rest with a mass of 1 then its velocity would increase by 1 in magnitude every single unit of time (which I think here is seconds).
Instead it's staying fixed.
Using ForceMode2D.Impulse increases the velocity increments from 0.02 to 1, but the behavior stays the same - no acceleration, only one-time increments in speed.
What am I doing wrong?
I've tried looking for similar posts and for the problem in general but the only things I found were either irrelevant or asking the opposite (how to stop acceleration from occurring).
Any help would be appreciated.
Your answer
 
 
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