hi…
I made 2 balls … and I wrote adding force in X direction… everything work good but the objects seems to heavy… when the ball hit the other they don’t move fast like for example pool ball , but they are heavy like iron balls… I just set their mass to " 0.0000000001 " but it still heavy… is there any way to make it more realistic like soccer , pool or golf ball?
Your problem is most likely either related to Scale or related to your ForceMode Parameter.
Scale:
If your physics objects seem to move really slowly at all times, then it might just be because your objects are too big. Try shrinking your objects:
A soccer ball should have a diameter of around 0.12 units; For pool try 0.05 diameter; For Golf try 0.04 or less
ForceMode:
If you are using Rigidbody.AddForce to move your game pieces around, be careful what ForceMode you use. Example:
function Start() {
//ForceMode.Force [default!] will multiply by Time.deltaTime;
// Intended use is to apply Force OVER SEVERAL FRAMES
rigidbody.AddForce(Vector3.forward);
//ForceMode.Impulse adds all the force in one burst; useful for kicking
rigidbody.AddForce(Vector3.forward * 10, ForceMode.Impulse);
//ForceMode.Acceleration will acts exactly like gravity does
// This is the same as multiplying by rigidbody.mass
rigidbody.AddForce(Vector3.up * -9.8, ForceMode.Acceleration);
//ForceMode.VelocityChange will simply add the input to rigidbody.velocity
// This is the same as using Impulse and multiplying by rigidbody.mass
rigidbody.AddForce(Vector3.forward, ForceMode.VelocityChange);
}