# How to get rigidbody to move faster but not further

I have an arrow projectile that when fired travels to a specific distance, I am using

arrow.GetComponent().velocity = transform.right * throwForce;

How can I make it so that the arrow still travels the same distance, but at a faster rate?

More impulse force, and add some drag. Drag, is something like “air resistance” (words of Brackeys), so it will make the arrow stop faster. Since the force is bigger, the arrow will travel at a higer speed but gradually slow down velocity so it will stop sooner tha with drag of 0 (In wich case will stop (or bounce) when having contact with other collider). Angular drag, btw, prevents for example a ball endless rolling (thats why rigidbodies have some angular drag by default).

Drag probably isn’t what you want, since it will look weird on a naturally low-drag object like an arrow. Drag will also drastically change the trajectory of the arrow.

I’m assuming you’re talking about an arrow that’s subject to gravity, and you want it to reach the same distance when fired before hitting the ground. That being the case:

Suppose you want the arrow to travel X times faster. That means that if the arrow takes 2 seconds to land, and you want it to land in 1 second, X=2

• If you are working in 2D, set the gravity scale of the Rigidbody2D to X*X. So if X=2, set the gravity scale to 4.
• If you are working in 3D, untick ‘use gravity’ on the Rigidbody and add a script to apply a downward force of XXgravity in each fixedupdate. Again, if X=2, and the rest of your physics is normal, this means you would apply a force of Vector3.down*(9.8f*4), using forcemode.force (NOT impulse).

Now scale your throwforce by X.

If you’ve done all that, you should find your projectile follows the exact same trajectory, but in half the time (or whatever value of X you want)

As an aside, this math is why speeded-up footage of astronauts on the moon looks indistinguishable from people jumping around on Earth!

Yea this is along the lines of what I’m looking for, thanks! It kind nose dives a lot faster but nothing a little fine tuning wouldn’t fix.

Oh that’s cool, I guess that’s why skeptics say it’s just slowed down footage

Working on the gravity scale and force helped with that feel. Thanks!