Rigidbody dilemma

Hey
I have a situation where evry time I add a rigidbody to a GO, at runtime it goes flying off the screen really fast. Have I tweaked something in the time settings or even the physics settings to cause this? Theres no component that says “off you go”
Had bits of my level dissappearing and couldnt figure it out at first.
cheers
AC

EDIT
Yep sorted, something happened in the gravity settings. My scripts are copulating and their babies are mutants…
All good in the hood
AC

Maybe it’s interpenetrating with some other collider strongly? Then for resolving this “deep collision” a really large force is applied and it flies away.

Or is it just falling down because of the gravity too quickly for your liking?

Actuall no Im not all sorted.
I set all the gravity settings to 0, and then I realsised they were probably meant to be what they were, so I better fix it.(my rigidbodies are still orbiting…
Aras-I’ll look into that
So what are the defaults in here(Physics manager)?
Ta
AC

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Just right click on it’s caption bar and select ‘Reset’ (you can do that almost everywhere to reset to defaults)

Gravity y was something something. I unwittingly changed it. If I type any number, and click reset, nothing happens…Maybe this session is over and I need to reboot…
AC

Usually gravity.y is -9.81, i.e. the standard Earth’s gravity in meters per squared second.

Thanks Aras, and yes i had a collider within a collider…