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Question by Drew 1 · Jan 31, 2011 at 12:33 PM · speedfalling

Falling speed SUPER slow? (not scale issue [at least i don't think])

so i created a basic sphere over a big, thin cube. the cube is Z=25 x=25 and y= .3. The sphere has a radius of .5. when i hit play, it literaly falls at about .00001 whatever units per second. can anyone help me out? thanks!

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avatar image Jean-Fabre · Jan 31, 2011 at 01:05 PM 0
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If you could share your scene, that would help us pin point exactly what could be wrong. also your cube could likely be replaced by a simple plane, is you actually set such a scaling.

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Answer by Borgo · Jan 31, 2011 at 07:37 PM

What you want is called "exatrapolation of reality".
You want to extrapolate the reality to create a more "feeling realistic" simulation.

Like when we boost a car speed more than the reality to make it feels more realistic.

Just up the gravity in the Physics menu.

But, don't forget that the Unity Physics don't calculate the air friction, it's simulate the physics on vacum, so, the mass is used just to determine what to do when there is a collision between rigidbodies.

If you need to increase the air friction, use the Drag variable, it's simulate a air friction. It's not realistic at all, but can help to solve some problems.

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avatar image Drew 1 · Feb 01, 2011 at 12:58 AM 0
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thx. i ended up creating a new project. the scene i had bee working in was just a new scene in the island demo. the new project worked fine, so for some reason some kind of setting from island demo did it. maybe its because im running unity 3 and not 2, which the demo needs to fully function?

avatar image Borgo · Feb 01, 2011 at 12:21 PM 0
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$$anonymous$$aybe it's because the Wolrd Scale, this may influence in physics. If you make your world ten times bigger, it will change the physics behavior.

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Answer by Pikeman lothor · Jun 27, 2013 at 08:42 PM

I have same problem on car racing game. And I did change the gravity to -98.1. Car have mass 2000. The falling and collisions looks very close to reality.

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Answer by Rblain · Jan 31, 2011 at 12:40 PM

Go to your Physics settings and turn up your gravity. Try about four times -9.81 to start with. As well you can adjust the mass of the rigibody. Look at it as a real situation and apply the amount of mass you think the object would have..feather, stone, wood.

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avatar image Drew 1 · Jan 31, 2011 at 12:46 PM 2
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but all objects, no matter how heavy, fall at the same rate.

avatar image Drew 1 · Jan 31, 2011 at 12:56 PM 0
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i tried this and it didn't work.

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Answer by GameGuy · Jan 31, 2011 at 01:07 PM

Try to scale your objects up, or add a Rigidbody to your Sphere and define Mass.

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Answer by Jean-Fabre · Jan 31, 2011 at 01:07 PM

Hi,

Also, look at the drag settings of your sphere rigidbody, set it to 0 for a start. This can be affecting the falling speed greatly.

Bye,

Jean

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avatar image Drew 1 · Jan 31, 2011 at 01:17 PM 0
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drag is set to 0 and rigidbody has mass of 20. same result. could the time be slowed to a crawl some how?

avatar image Drew 1 · Jan 31, 2011 at 01:19 PM 0
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this may help. i have script for moving the sphere as a character. here it is:

var speed = 8.0; var rotateSpeed = 3.0; function Update () { var controller : CharacterController = GetComponent(CharacterController); transform.Rotate(0, Input.GetAxis ("Horizontal") rotateSpeed, 0); var forward = transform.TransformDirection(Vector3.forward); var curSpeed = speed Input.GetAxis ("Vertical"); controller.Simple$$anonymous$$ove(forward * curSpeed); } @script RequireComponent(CharacterController)

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