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Question by rjdfhorn2006 · Jul 26, 2011 at 02:40 AM · physicsrigidbodyforceprojectile

Shooting a cannonball.

I have a turret that fires cannonballs. When the player presses the appropriate button, this line of code is ran:

projectile.rigidbody.AddForce(transform.forward * 2000, ForceMode.Impulse);

Here's the problem - the cannonball fires just fine, but it takes a very long time before it begins to descend. This causes a huge problem since the cannonballs always fly over the enemy instead of landing near them. I basically want the cannonball to fall faster, but follow a clean arc. Any ideas on how to do this properly?

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avatar image Fattie · May 30, 2012 at 08:27 AM 0
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Important ... You absolutely have to be using real sized models in Unity. It's a must, or nothing will work. Your cannonball must be the actual size of a real cannonball, your people must be actually 2m high, everything must be actual size. Then, all masses must be realistic in the real world. Hope it helps!

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Answer by hassanali4 · Feb 09, 2021 at 11:03 AM

@LeleUnity so I just figured out that I was initializing the cannonball such that it was something coming inside the bounds of the object. Just make sure that the cannonball never instantiated or collides with the collider of the cannon itself and the code works for all angles.

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