hi, im making a 2d platformer and until this morning i had everything working fine, im using 2 different rigid body custom gravity, one for falling and other for everything else. im using child colliders to ground check and also for wall check, this morning i modified the groundcheck method in my playercontroller script just so the wallcollider gameobject deactivate while it is onground and activate it when its not onground, just to “optimize”, but when trying to test it i noticed the gravity felt more heavy, and don’t know why, maybe i did some typo, so ive been all day coding and ended up deactivating everything in my controller script but just the move and jump methods, even the method to change gravity scale, and even with only those 2 methods, moving and jumping, now the rb gravity is default 1, but it feels almost like zero gravity, like if i was in the moon, made another new project to compare and regular rigidbody, gravity scale 1 its floaty but not as much as in my main project, i can even move up just with player inputs, in my buggy project the rigidbody gravity scale 1 feels like almost zero gravity and scale 2 feels like almost 9 from the other project. so my question is if there’s any other setting i can check for gravity? already checked project settings physics 2d and gravity is set to -9.81, and enter the documentation page and checked that all the default values are correct as in the table screenshot. is there a way to modify global gravity or other gravity via scripting and not just rigidbody gravity? maybe i changed some engine value by accident, i don’t know, please help! don’t want to move all my assets to a new project and start again
thanks for your time and for reading.
Yes and you just described it in the Physics 2D project settings. Gravity Scale just scales that per Rigidbody2D. There are not other gravity related settings. The only other thing per Rigidbody2D is Drag which decreases velocity over time.
You can reset Project Settings in the top-right “cog” icon option if you need to.
Honestly, I’d like to help but the massive paragraph above is so hard to read and understand.
This just sounds like you’ve got a bug and are guessing that some engine setting will fix it TBH.
I would highly recommend using a source control system such as Git so you can quickly roll-back and check what you have changed.
thank you four your answer, i noticed that every other physics object had normal gravity scale, so it has to be a problem with my player character, so ended up creating a new player and added again the collider, rigidbody, script, etc. and the new player its working fine
so maybe it was a modified value in the inspector from my previous character. thanks for the project settings reset tip, its good to know that i can fix back if i mess up again, yeah i got backups but only backup every sunday, so didn’t want to loose all this week progress, thanks ![]()
I would highly recommend using Git, maybe on GitHub and just push your local changes regularly, even if only once a day. That way you’ll never loose any work and can compare settings you may have changed etc.