Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by FlyingOstriche · Aug 07, 2012 at 02:44 PM · objectgravityphysics.gravityaccelerate

Using Physics.gravity to accelerate an object

Rigidbodies are affected by the Physics.gravity. I want my object to be affected the same as the rigidbodies.

Ive tried

  _VerticalSpeed+=Physics.gravity*Time.deltaTime;

But that accelerates the object way too fast.

Edit: I think I've figured it out. Because it's accelerating in meters per second per second. It needs to be.

Physics.gravity * Time.deltaTime * Time.deltaTime.

That looks correct anyway.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Statement · Aug 07, 2012 at 04:12 PM 0
Share

Do you account for drag?

avatar image FlyingOstriche · Aug 07, 2012 at 05:40 PM 0
Share

The drag on my other rigid bodies are set to 0, but my object accelerates around 50 times faster.

3 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by ScroodgeM · Aug 07, 2012 at 08:19 PM

using UnityEngine;
using System.Collections;
public class RigidbodySpeedMonitor : MonoBehaviour
{
    Vector3 manualSpeed = Vector3.zero;
    void Update()
    {
        manualSpeed += Physics.gravity * Time.deltaTime;
    }
    void OnGUI()
    {
        GUI.Label(new Rect(5, 5, 100, 30), rigidbody.velocity.ToString());
        GUI.Label(new Rect(5, 35, 100, 30), manualSpeed.ToString());
    }
}

attach this script to any object with RB and gravity enabled. note, that 'manualSpeed' and 'rigidbody.velocity' are same.

your object fall incorrect rather because you aplly a speed incorrect. for example, adding speed every Update instead of adding Speed*Time.deltaTime

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Muuskii · Aug 07, 2012 at 03:55 PM

This is just a guess but Time.fixedDeltaTime might work better. I don't see why it should, but there's no harm in trying right?

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Statement · Aug 07, 2012 at 04:10 PM 0
Share

It shouldn't make a difference, and depending on where this code is placed it could have undesired consequences.

For reading the delta time it is recommended to use Time.deltaTime ins$$anonymous$$d because it automatically returns the right delta time if you are inside a FixedUpdate function or Update function. - From the link you posted.

avatar image
0

Answer by Sundar · Aug 07, 2012 at 04:31 PM

Instead try

public float accelerate = 2.0f;

_VerticalSpeed = Physics.gravity Time.deltaTime accelerate;

adjust accelerate value in inspector until you get your desired speed.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image FlyingOstriche · Aug 07, 2012 at 05:38 PM 0
Share

I've done something similar already, but Id rather not have to set another variable.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

11 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Turret floats away and pushes everything away from it 2 Answers

How to change use transform.LookAt to make the bottom of an object look at something? 0 Answers

Find nearest object using Physics.OverlapSphere 2 Answers

TriggerEnter, useGravity, Cubes are not falling down 3 Answers

Moving object along its own axis 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges