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Question by gharbill · Nov 14, 2012 at 11:51 PM · rigidbodyaddforceforcerocket

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);
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avatar image Owen-Reynolds · Nov 15, 2012 at 12:08 AM 0
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Is the line run once, or is it every frame, in Update?

avatar image gharbill · Nov 15, 2012 at 12:13 AM 0
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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...

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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...

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