Formula for calculating distance required for rigidbody to come to a full stop

Did some more testing and this formula isn’t completely accurate. I’ve been looking into more drag calculations, but they all assume drag caps at 1, which is definitely not true in Unity.

The general consensus is velocity = velocity * ( 1 - deltaTime * drag); represents a FixedUpdate drag calculation, but that just gets weird when drag > 1.

Any more ideas or more accurate calculations?

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