Hello Unity Community!

I have some questions about rigidBodies and about AddForce specifically.

Im having a issue, where i want to pre-simulate paths that a rigidBody takes for UI/Feedback purposes, but i am having a hard time “getting it right”.

So for my rigid body lets say for brevity sake that i do could do a simple thing like:

```
newRigidBody.transform.position = startPosition;
newRigidBody.rigidBody.AddForce(direction*power);
```

Somewhere else in my code i want to know what that would mean before it happens. So every update i do something like:

```
//Calling this every frame:
private void CalculatePath(Vector3 StartPosition, Vector3 InitialVelocity)
{
int plots = 20;
float t = Time.fixedTimeStep;
Vector3 pos = StartPos;
Vector3 vel = InitialVelocity;
for(int i = 0; i < plots;i++)
{
//As far as i can tell from the documentation "Adding Force" is just
// rigidBodyMass*(force)*t^2 ? Remember im trying to replicate what
// happens to my rigidBody
vel = vel + 1*(CalculateAffectors(pos))*t*t;
pos = pos + vel * t;
}
}
// Here i get everything that my rigidBody will be "pulled" by on this path (gravity)
private void CalculateAffectors(Vector 3 position)
{
Vector3 force = Vector3.zero;
for(int i = 0; i < Affectors.Length; i++)
{
if(Vector3.Distace(Affectors*.position, position) < minDistance)*
```

*{*

*Vector3 direction = Affectors*.position - position;**

*force = force+(direction/direction.sqrMagnitude * Affectors*.mass);**

*}*

*}*

*return force;*

*}*

*So first of all, this does not actually plot points that follow the path that the rigidBody takes (which at the bottom the line is my problem), but my questions are:*

*A) Since i am using AddForce() - how can i deduct my initial velocity from that? (since it’s over time i am unsure - doing “CalulatePath(pos, mass*(direction*power) tt” does not work.*

*B) When a rigidBody is being affected by several AddForce()(Gravity for example) calls every fixed update, how can i reliably simulate that in one loop? Or rather the logic used to move my rigidBodies is how i want it i.e using addForce every frame - how to calculate that as a velocity change in my “plotting”.*

*C) is my math even right? The problem right now is that it looks “almost” right as in, my paths are very close to what points i can query during the rigidBody’s traversal, but it seems they get off by a a larger and larger margin (1:1, 1:1.1, 1:2, 1:10 ect).*

*I tried applying the affectors “one at a time”, tried firering my rigidBodies with ForceMode.VelocityChange (since then the initial velocity of my rigidBody should be the same as what i can pass into my Paths function - but it’s not, far from it hehe).*

*I think i have been looking at this too much maybe, switching around ordering / numbers / vectors and at this point, you guys are my only hope!*

*Thanks!*