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Question by Nosmo · Jul 27, 2017 at 02:33 PM · rigidbodyobjectspeedslowslowdown

My objects are falling to slowly when a rigidbody is attached, cab you help?

When i attach a Rigidbody to an object, it falls at a very slow speed and no matter how much I increase the mass it falls at exactly the same speed every time.

it falls about 75% slow than this Unity tutorial

https://youtu.be/WTGcs10Sj34?t=40

There is no code attached and the rigidbody has the default settings.

What can the be problem?

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avatar image Nosmo · Jul 27, 2017 at 03:19 PM 0
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I've checked older Unity files and the objects fall at the right speed, i just have no idea why they don't in my current project

avatar image LilGames · Jul 27, 2017 at 04:24 PM 0
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  1. What is your friction/drag set to?

  2. What is your gravity set to? Edit -> Project Settings -> Physics Settings (or Physics2D Settings)

  3. Do you have a floor or other object that could be causing friction/drag resistance?

avatar image Nosmo LilGames · Jul 27, 2017 at 04:33 PM 0
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gravity is set to the deafult x 0, y -9.81, z0

angular drag is default 0.05

I have a plane but i included 1 in the other unity test file i made and had no problems with it.

I don't want to have to start again if all i have to do it tick a check box.

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Answer by lowhearted · Jun 30, 2018 at 05:32 PM

There are a lot of misconceptions here. Do not do the following:

  • Change the force of gravity in your scene.

  • Add an extra force in code.

  • Change the mass.

~A very long time ago, Galileo found out mass doesn't affect freefall time. I am very confident the problem with your scene is the scaling. Look at this gif: alt text These objects are all the same except in that they are larger than each other. Keep in mind that, in Unity, 1 unit = 1 meter. Scale everything accordingly. If everything is scaled properly, I promise everything will fall realistically. If you have an object with a very large size, it will fall extremely slowly.

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avatar image babayandbabay · Sep 16, 2018 at 09:47 PM 0
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Thanks, I shocked that I didn't know about this.

avatar image HosseinArabbeigi · Jun 11, 2019 at 03:44 AM 0
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Smart answer!, thanks.

avatar image StarShade88 · Mar 29, 2020 at 04:01 PM 0
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Great! Thanks for your informations.

avatar image sacredgeometry · Mar 29, 2020 at 08:02 PM 0
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I'm glad someone said this its exactly what I was going to answer with when I saw the title of the question.

avatar image Euronull · Apr 29, 2020 at 04:28 PM 0
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You are the best. Thanks!

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Answer by bloodthirst69 · Jul 28, 2018 at 06:38 PM

i think its a coding mistake , you're setting the rididbody.velocity.y = 0 in the code somewhere, and that makes the jumping fast (since its a force set from code) but the falling slow since its not set from code , the physics update get a few milliseconds between each Update frame to do its physics thingy but it get stopped once the velocity.y = 0 happens , or atleast thats the problem i had ...

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avatar image mansoor090 · Jan 10, 2019 at 12:27 PM 0
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ty man . it worked

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Answer by Salanyel · Jul 27, 2017 at 02:48 PM

Are you sure that no other script are running elsewhere and impacting your falling speed ?

Are you sure you didn't alterate the time flow (Project settings/Time) ?

Maybe you have modified the weight of your object or the gravity of the app ?

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avatar image Nosmo · Jul 27, 2017 at 03:03 PM 0
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until yesterday there were no scripts written and this problem has been around since before then.

Now there are literally no scripts attached to the object it is a brand newly created 3D object with a rigidbody attached and it falls at the same rate if the mass is set to 1 or 5,000,000. drag is set to 0

I've not touched the Time flow and the current settings are the default settings.

avatar image NoseKills · Jul 27, 2017 at 03:10 PM 0
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$$anonymous$$ass doesn't affect the acceleration of a falling object so it can't really be the issue if gravity is the only force affecting the object.

avatar image Nosmo NoseKills · Jul 27, 2017 at 03:13 PM 0
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thanks for that

avatar image NoseKills · Jul 27, 2017 at 03:44 PM 0
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What about the scale of everything in the scene? If a root object is scaled, its child objects migh appear to be falling slower in relation to their size.

avatar image Nosmo NoseKills · Jul 27, 2017 at 04:12 PM 0
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I got a unity cube and a asset i made for my project, in a new unity project file and copied my asset 3 times and each 1 is 50% smaller that the previous 1 then i put them all at the same height as the unity cube and run the program and all 4 objects fell at exactly the same correct rate of speed

now when i did that in my project file they fell together, all different sizes, but at the slower rate of speed.

I haven't made any structural changes in my project file, just imported assets i made thats all. so fuck know why this is acting up. Ive ignored it because it wasn't an issue at the time, now it is.

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Answer by rrabassa · Feb 13, 2019 at 04:17 PM

I'm having the same problem. I've narrowed it down to the Animator - when I disable the Animator component, the object falls as expected... not sure why

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avatar image samrsabri · May 09, 2020 at 06:41 PM 0
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For me the object falls as expected specifically when I disable "apply Root $$anonymous$$otion" in the Animator component

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Answer by N-8-D-e-v · Jun 05, 2020 at 06:48 PM

I had an issue like this, I was doing some first person rigidbody-based movement, and this was my code

     void Update()
     {
         float hMove = Input.GetAxisRaw("Horizontal");
         float vMove = Input.GetAxisRaw("Vertical");
 
         MoveDir = (hMove * transform.right + vMove * transform.forward).normalized;
     }
 
     void FixedUpdate()
     {
         Move();
     }
 
     void Move()
     {
         rb.velocity = MoveDir * speed * Time.deltaTime;
     }

and it was working all well and fine, until I started to the jumping portion of the script, the player fell like a feather. I hadn't changed any gravity or mass or anything like that, but what was causing the problem is that when I set rb.velocity to MoveDir, MoveDir.y = 0, so every fixed update the object was barely falling. So to fix this issue I did this

void Update() { float hMove = Input.GetAxisRaw("Horizontal"); float vMove = Input.GetAxisRaw("Vertical");

         MoveDir = (hMove * transform.right + vMove * transform.forward + new Vector3(0, rb.velocity.y, 0)).normalized;
 // i gave MoveDir a y value of whatever the y velocity was at the time, so it was essentially unaffected.
     }
 
     void FixedUpdate()
     {
         Move();
     }
 
     void Move()
     {
         rb.velocity = MoveDir * speed * Time.deltaTime;
     }

Hope this helps!

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