Why Rigidbody.AddForce is not acting like the correct physical force?
I have created a rocket which had to have a force and an acceleration as a result of the force. I used the Rigidbody.AddForce function but it acts like a constant initial velocity. Is there any way to achieve real physical force with acceleration?
here is the code for the rocket's force:
// rocket is a cloned projectile
clone.rigidbody.AddRelativeForce (Vector3.forward * power);
Is the line run once, or is it every frame, in Update?
aw sorry I found the problem. I had Put the`clone.rigidbody.AddRelativeForce (Vector3.forward * power);` line inside of a condition! it was inside the FixedUpdate but it could not be updated every frame! kind of silly...
Answer by gharbill · Nov 15, 2012 at 07:06 AM
I found the problem. I had Put the`clone.rigidbody.AddRelativeForce (Vector3.forward * power);` line inside of a condition! it was inside the FixedUpdate but it could not be updated every frame! kind of silly...