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Question by rd42 · Jun 18, 2010 at 02:53 PM · physicsplayback

playback speed with FixedUpdate () really slow

I have a rigidbody with this simple script attached to it: Code:

function FixedUpdate {
rigidbody.AddForce (xInitial, yInitial, 0, ForceMode.Acceleration);
}

note: xInitial and yInitial are set by two sliders

When I play the animation it's really slow. It resembles a projectile through water, it just lumbers along.

Even when I just let the object drop under the force of gravity, it's drops really slow.

How do I make look more like the real world.

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Answer by e-bonneville · Jun 18, 2010 at 03:04 PM

You'd either want to increase the time scale or check to see if the animation is slower than you think it is. Good luck!

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avatar image rd42 · Jun 18, 2010 at 06:47 PM 0
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This worked. I don't know if the is right or not, but I went to:

Edit -> Project Settings -> Time and changed Time Scale to 3 and that worked. Time Scale is the speed at which time progress. Change this value to simulate bullet-time effects. A value of 1 means real-time. A value of .5 means half speed; a value of 2 is double speed.

avatar image Cyclops · Jun 18, 2010 at 07:09 PM 0
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@rd42, that might work, but I'd be very leery of changing the TimeScale for all of Unity, to fix what might be a serious problem elsewhere. $$anonymous$$aybe if you posted more details on what kind of animation, how it was created, played, etc, someone might find another solution.

avatar image e-bonneville · Jun 18, 2010 at 10:10 PM 0
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@Cyclops I thought perhaps that the OP (or someone else) had previously changed the Time Scale before. Huh.

avatar image Cyclops · Jun 19, 2010 at 12:48 AM 1
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@Havoc, yes, your Answer was valid, but I was replying to @rd42. He said that changing TimeScale to 3 worked - and while that would speed up his animation, I suspect it also covered up whatever the real problem is.

avatar image qJake · Jun 19, 2010 at 02:14 AM 0
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Perhaps you've designed your game scale wrong - One Unity "unit" is supposed to be one meter (if I recall correctly), so if your game is much larger or much smaller than that, the physics won't scale properly.

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Answer by fherbst · Jun 18, 2010 at 05:21 PM

Check whether you have changed your "Drag" value for the rigidbody. If you turn this value to high, objects have a higher air resistance - they fall slower, they need more force to move etc.

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avatar image rd42 · Jun 18, 2010 at 06:48 PM 0
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That wasn't it. thanks though

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Answer by Tetrad · Jun 18, 2010 at 04:02 PM

The scale of everything in the world is important. By default, it kind of works if you assume 1 unity unity = 1 meter. If you're much larger or smaller than that, you'll run into issues.

You can work around them by tweaking values in the physics manager. http://unity3d.com/support/documentation/Components/class-PhysicsManager.html

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avatar image qJake · Jun 19, 2010 at 02:14 AM 0
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I'm pretty sure this is the problem he's having. Too bad this isn't the accepted answer. :(

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Answer by Mortoc 1 · Jun 18, 2010 at 03:18 PM

Depending on what effect you're trying to get, you might wanna use ForceMode.Impulse. It works nicely when you wanna get a projectile moving or just knocking rigidbodies around.

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avatar image e-bonneville · Jun 18, 2010 at 03:21 PM 0
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It seems the OP's problem is that his physics is behaving buggy, not his method of moving the object -- "Even when I just let the object drop under the force of gravity, it's drops really slow."

avatar image rd42 · Jun 18, 2010 at 06:48 PM 0
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I'll try it, thanks!

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