How can I give a sprite the full gravity speed at instantiation?

Hello and thank you for reading my post!
I’m working on creating a volcano and when I instantiate some sprites I’d like them to have the max gravity speed right away instead of them having to speed up over time to reach that speed. How can I do this?

As per: https://en.wikipedia.org/wiki/Kinematics

Gravity is acceleration, eg, change in velocity over time.

Acceleration over time gives you a change in velocity.

Ejected blobs of magma from a volcano will have an initial velocity, then gravity acts on them.

You can set the global physics gravity (separate 2D and 3D systems, pay attention)

You can set the gravity multiplier on individual Rigidbody2Ds

You can also attach ConstantForce (or 2D equivalent) to any Rigidbody.

If you want them to act like they’ve been falling for a while before you see them, then spawn them with an initial velocity.

What does “max gravity speed” mean? That’s not a thing. Anyway feel free to give their Rigidbodies whatever initial velocity you want.

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Thank you for your answer. I found the velocity of the Rigidbody that I can edit. I had assumed a “max gravity speed” existed. Thanks

I don’t know what “max gravity” would even mean. Maybe you mean terminal velocity but that isn’t something that’s typically simulated in a physics game engine.

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Exactly. I was thinking terminal velocity. Maybe because in the past I’ve incorporated it into my games

Terminal velocity means you have reached a speed where your acceleration is matched by your drag (deceleration).

Case in point:

  • man leaps out of perfectly good aircraft and begins to accelerate downwards, faster and faster

  • for any given orientation he will reach a terminal velocity when the gravitational attraction of earth is matched by the aerodynamic braking as his body goes through the air.

  • man has reached terminal velocity

  • man pulls parachute and suddenly begins to slow

  • now the parachute has massively increased the amount of drag at any given rate of descent, so he settles into a much-slower rate of descent. Gravity hasn’t changed but the drag per speed on him has gone way up.

  • man feels deceleration as he is now traveling much faster than his new adjusted terminal velocity

  • man has reached terminal velocity, a much slower one

Beyond that parachuting gets into actual airfoils and lift and drag as the man now becomes his own personal “airplane” if you will, as he flies his parachute (the wing) down to the ground.

Simulated in Unity3D:

https://www.youtube.com/watch?v=RIgtFDHGiSc