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Question by SuperRaed · Mar 25, 2016 at 02:49 PM · physics2dcollider2d

how to make force inversely proportional to the distance

I'm trying to add some realism to a game I'm making by having objects closer to a pushing power source experience a greater power and as they get further and further away the magnitude of that force becomes less and less so far my implementation is as following:

     void Update () {
         if (Input.GetKeyDown(KeyCode.A)) {
             paddle(left.position);
         }
         if (Input.GetKeyDown(KeyCode.L)) {
             paddle(right.position);
         }
     }
 
     private void paddle(Vector2 paddlePosition) {
 
         Collider2D[] cubes = Physics2D.OverlapCircleAll(paddlePosition, radius);
         //get all objects within influnce range
         foreach (Collider2D cube in cubes) {
             Rigidbody2D rigid = cube.gameObject.GetComponent<Rigidbody2D>();
 
             Vector2 cubePosition = cube.gameObject.transform.position;
             Vector2 difference = (cubePosition - paddlePosition);
             //determine the direction of the force to be added
             distance = difference.SqrMagnitude();
             
             strength /= distance;
             difference.Normalize();
 
             rigid.AddForce(new Vector2(difference.x *strength,difference.y*strength));
             rigid.AddTorque(torque);
         }
     }

but the results are not what I'm expecting

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