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Question by todinger · Aug 02, 2019 at 08:40 PM · rigidbody2dphysics2daddforceacceleration

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: 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.

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