I’m making a rocket game. I have made faux gravity and the gravity works fine. So I went on to make gravity and drag get less as you go up. Theoretically, after you have 0 drag and a little bit of gravity you should orbit. But the rocket did not orbit?!!?. Please tell me how to make the rocket orbit.

Here is the Code for gravity and such:

```
public Transform _Planet;
public float Gravity;
public Rigidbody rocket;
public Transform rocketT;
public float DistanceEarth_;
public float atmosHeight;
public bool oneOver = true;
public bool twoOver = true;
public bool threeOver = true;
public bool fourOver = true;
public bool fiveOver = true;
public bool SphereOF_influ_out = true;
// Update is called once per frame
void Update()
{
DistanceEarth_ = Vector3.Distance(rocketT.position, _Planet.position) - 246601.54f;
rocket.AddForce((_Planet.position - transform.position).normalized * Gravity);
if (DistanceEarth_ < atmosHeight / 5)
{
Gravity = 30;
rocket.drag = 2;
}
if (DistanceEarth_ > atmosHeight / 5 &&DistanceEarth_ < (atmosHeight / 5) * 2 )
{
Gravity -= Gravity / 5;
rocket.drag -= rocket.drag / 5;
oneOver = false;
}
if (DistanceEarth_ > (atmosHeight / 5) * 2 && twoOver && DistanceEarth_ < (atmosHeight / 5) * 3)
{
Gravity -= Gravity / 4;
rocket.drag -= rocket.drag / 4;
twoOver = false;
}
if (DistanceEarth_ > (atmosHeight / 5) * 3 && threeOver && DistanceEarth_ < (atmosHeight / 5) * 4)
{
Gravity -= Gravity / 3;
rocket.drag -= rocket.drag / 3;
threeOver = false;
}
if (DistanceEarth_ > (atmosHeight / 5) * 4 && fourOver && DistanceEarth_ < (atmosHeight / 5) * 5)
{
Gravity -= Gravity / 3f;
rocket.drag -= rocket.drag / 3f;
fourOver = false;
}
if (DistanceEarth_ > atmosHeight && fiveOver && DistanceEarth_ < (atmosHeight / 5) * 6)
{
rocket.drag -= rocket.drag;
Gravity -= Gravity / 3f;
fiveOver = false;
}
if (DistanceEarth_ > atmosHeight * 50)
{
Gravity -= Gravity;
SphereOF_influ_out = false;
}
}
```