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Question by dukearena · Nov 22, 2012 at 09:57 AM · physicsaddforceball

AddForce made a ball fall with no accelleration

Hi all, I hope I do not ask a stupid thing with this question.

I have a ball with rigidbody and a script that uses:

 // This code is simplified for example
     void Update(){
         if(Input.KeyCodeDown(KeyCode.Space))
            rigidbody.AddForce(new Vector3(0, 0.2, 1) * forceModifier);
     }

Why the ball have the same speed when it goes up and when fall? What's wrong in my code?

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Answer by dre38w · Nov 22, 2012 at 04:21 PM

Try using ForceMode.Acceleration. Because if I'm not mistaken the default ForceMode is ForceMode.Force. Which will add a constant force. Acceleration adds a constant acceleration to the rigidbody.

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avatar image dukearena · Nov 22, 2012 at 04:54 PM 0
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Thank you for answer but it doesn't work.. with Accelleration the ball jump away with an high speed..

$$anonymous$$y rigidbody properties are:

  • Drag: 0.1

  • $$anonymous$$ass: 5

avatar image dre38w · Nov 22, 2012 at 09:16 PM 0
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Well, Acceleration ignores the mass. Use Time.deltaTime and multiply that by force$$anonymous$$odifier. This is all off the top of my head but see if that'll work.

avatar image dukearena · Nov 23, 2012 at 07:43 AM 0
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Now it's going very very slow :D

avatar image dre38w · Nov 23, 2012 at 03:41 PM 0
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lol!! Are you trying to simulate gravity?

avatar image dukearena · Nov 24, 2012 at 12:50 PM 0
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no, I'm using the rigidbody gravity

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