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This question was closed Sep 21, 2016 at 04:24 PM by Zitoox for the following reason:

Can't be solved, problem with the integrated physics system.

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Question by Zitoox · Sep 21, 2016 at 02:34 AM · physicsfallingslowly

Make object fall faster

Probaly this is just because i didn't configured it correctly, but i think something is wrong with the physics in my projects.

No matter what is the mass of basically anything i make with rigidbody, when those things are in air, they fall ridiculously slow.

For example: I have a HUGE sphere with 30 tons, and it is in the air, with rigidbody integrated. Instead of it falling immediately, it takes a ridiculous portion of time to fall in to the ground. The same occurs with small spheres, that were supposed to fall immediately. <- I said before that this is just an example, of course i tried with other things.

So... what is wrong? Seriously, it is so robotic!

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avatar image flaviusxvii · Sep 21, 2016 at 02:39 AM 0
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It could be so many things. If the drag settings on your rigidbodies are the same then they should all feel the same amount of acceleration due to gravity. It could be a matter of scale that is throwing off your perceptions. To the physics engine 1 unit is 1 meter, so try objects that size and see if they fall about as fast as you'd expect.

avatar image Zitoox flaviusxvii · Sep 21, 2016 at 02:47 AM 0
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Actually, i already made this when i was making a sphere some time ago. I scaled it lots of times, tried with other objects, and it is still robotic. It also is strange the fact that if i put a tank or a plane in the air with rigidbody, they will literally fall without rotating or moving, but i think it should be solved by using ragdoll.

I don't understand the thing about the drag. As far as i know, almost no one know what it is exactly, as seen in forums, websites, etc... In the documentation it is said that the drag is basically a brake. It slows the object, so i think it isn't the same thing.

avatar image flaviusxvii flaviusxvii · Sep 21, 2016 at 02:52 AM 0
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@Zitoox the physics engine doesn't know the relative densities and drag characteristics of your planes and tanks. You'll have to assemble pieces with different masses and drags to get something realistic.

avatar image Zitoox flaviusxvii · Sep 21, 2016 at 02:55 AM 0
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@flaviusxvii So you are basically saying that if i have a full rigged tank, i should insert rigidbodies in all of it's parts, and type a different amount of both drag and mass in each? It could work, i don't know. But even if it did, the tank would split in pieces just after it was spawned.

I also noticed that it takes more time for the objects to fall, than to go up. They also don't gain more speed as the time falling increase i think.

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Answer by Adarn · Sep 21, 2016 at 04:25 AM

What is the size of the objects that want to fall fast? As flaviusxvii said your problem is going to be with scale and an understanding of how this scale is effecting the physics engine.

When flaviusxvii said your scale is causing an issue they didn't mean that if you increase the scale of the object they will fall faster. What they were talking about is the distance. So in unity the default is one unit is one meter. Your problem is going to be how far away you are viewing the objects.

For example. If you look up in the sky and see an air-plane flying across the sky is it moving fast or slow? You know that it is moving extremely fast but due to your perspective it appears to be moving very slow. This is because of how far away you are viewing the air-plane.

This effect is going to be what you are experiencing. You have very large objects so to make them fit on the screen you need to distance your view. This means that what you see as a small distance on screen, to the physics engine is going to be many meters.

How far in unity units is it to move your object from the top of your screen to the bottom? This value to the physics engine is in meters and to fall a number of meters takes alot longer than the distance you perceiving on screen (maybe a few centimetres).

So in order to fix your issue you can do two things (possible a mix of both) either reduce the size of your objects so they are smaller and don't have to travel as far, or increase the gravity force. Gravity in unity is a constant force applied to all movable objects to simulate gravity. You can increase the global force in ProjectSettings -> Physics -> Gravity Change this value until you have the effect you want.

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avatar image Zitoox · Sep 21, 2016 at 04:45 AM 0
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Nice answer, i am going to try the gravity change.

But about the scale, you are wrong. As i said before, i've tried with many different scales and objects, and the effect is always the same. Slow falling. I already knew the thing about the perspective, and i already tried that too.

avatar image Zitoox · Sep 21, 2016 at 04:52 AM 0
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Didn't work.

The gravity change work exactly as the drag, it slow down the object while it is in the air, nothing else. It doesn't make my object fall faster, just make it heaviest. Why would i want a heavy object? I don't want an object to be heaviest than it was before, the weight is exactly calculated, i want it to fall faster =\

avatar image Zitoox Zitoox · Sep 21, 2016 at 04:55 AM 0
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@Adarn In case you question me about the falling speed, it didn't changed. Only the object is more heavy, the fall time is exactly the same. I wanted something to push the object. Gravity does this in real life, but this physics system don't cooperate, it works like everything was a weight, changing things only make it heaviest. WHERE ARE THE REAL PHYSICS ON THIS? '-'

avatar image Adarn Zitoox · Sep 21, 2016 at 05:15 AM 0
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Hmmmm, were going to need more information on how you have your objects configured. What kind of RigidBody are they? how complex they are? do they have any constraints attached? Have you attached any scripts that do anything to them?

Also how are you determining they are heavier?

In real world physics "fall time" isn't really effected by weight, but that's a completely different can of worms ;)

Increasing the strength of the gravity force should make your objects fall faster as they now have a stronger force acting on them. I suspect this may be more to do with the configuration of your objects (something restricting them from behaving correctly).

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