Real World Accurate Physics (Free Fall, Air Resistance)

Hello,

I am trying to develop a small simulation for a school physics project in Unity.
First I thought it will be easy to simulate a Sky/Space Dive and show some forces that affect the diver(e.g Gravity and Air Resistance).
Acceleration and Velocity were already tricky to get clear Newton values.
But Air Resistance is way more time consuming with Unity’s physics engine.

Question:
Is there already a “real world physics” UnityPackage or something similar?
If not do you have an idea of how to simulate air resistance/friction in Unity?
Ok, I simply used the formula F = 1/2 * p * v^2 * Cd * A and calculated the force to drag the object in the opposite direction (See this post ) But still, is there a UnityPackages for these kinds of calculations?

Note:
The air resistance doesn’t have to be extremely accurate (E.g it doesn’t have to depend on the shape). It would be important to be affected by the air density, speed, and mess of the object that is falling.

Thank you in advance

Air resistanse depend on the air pressure and the object speed.
Air Resistance Formula (softschools.com)

The object may not falling. Inside buildings if not to air the stairs windows density of the air inside will differ. So resistance will be bigger. Density of air - Wikipedia - see the coefficient value in the table below and the water vapor influence.

If it is a motion simulation on screen try to use:

 void FixedUpdate()
    {     
        transform.localPosition = Vector3.MoveTowards(transform.localPosition,
                        finalPos, speedWithoutFixedDeltaTimeMultiplying);
    }

It will simulate the the air resistance approximately. Speed will be changing from frame to frame like when fast mooving in air.

It’s really as simple as that so it may not even require a separate package. I do even simpler calculations for the downforce and air drag in vehicles. This kind of calculations always ends with Rigidbody.AddForce or AddForceAtPosition.