Hello,
I need to accelerate an object, but it can’t have a rigidbody (it’s supposed to be rigidly attached to a rigidbody and fixedjoint is garbage).
For now I want it to accelerate downwards at 9.81 m/s2. I’ve tried this :
float a = 9.81f;
float v;
void FixedUpdate() {
v += a / Time.fixedDeltaTime;
transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y - v / Time.fixedDeltaTime, transform.localPosition.z);
}
But the object drops way too fast. Do you know how I should implement it?