Lets say I have an object with “RigidBody2”.
I want to apply force to it’s y axis to contradict the gravity’s force.
so that the object will hover in the same place.
how can I calculate the required force?
Lets say I have an object with “RigidBody2”.
I want to apply force to it’s y axis to contradict the gravity’s force.
so that the object will hover in the same place.
how can I calculate the required force?
You don’t need to. Just set Rigidbody2D.gravityScale = 0;
I found this answer :
var f:Vector3 = -(rigidbody.mass * rigidbody.velocity);
rigidbody.AddForce(f, ForceMode.Impulse);
rigidbody.AddForce(-(Physics.gravity), ForceMode.Acceleration);
How can I apply the power with nicer ease?