Answer by GameVortex
Force and Gravitational acceleration is two different things. Force is applied with consideration of the object's mass while Gravity ignores mass. Try using Acceleration as the Forcemode:...
View ArticleAnswer by prof
Something like this void FixedUpdate(){ float yVel = rigid.velocity.y + Physics.gravity.y; //Howering rigid.AddForce(0, -yVel, 0, ForceMode.Acceleration); //Altitude rigid.AddForce(0,...
View ArticleAnswer by TheBombix95
hi Iqu, I've done this so many times that I've lost the count of it. Jokes apart, here's what I've done for mine: function FixedUpdate () { //you have to apply the force Always in FixedUpdate function,...
View ArticleAnswer by GameVortex
Force and Gravitational acceleration is two different things. Force is applied with consideration of the object's mass while Gravity ignores mass. Try using Acceleration as the Forcemode:...
View ArticleAnswer by prof
Something like this void FixedUpdate(){ float yVel = rigid.velocity.y + Physics.gravity.y; //Howering rigid.AddForce(0, -yVel, 0, ForceMode.Acceleration); //Altitude rigid.AddForce(0,...
View ArticleAnswer by TheBombix95
hi Iqu, I've done this so many times that I've lost the count of it. Jokes apart, here's what I've done for mine: function FixedUpdate () { //you have to apply the force Always in FixedUpdate function,...
View Article