Simulate gravity on rigidbody

Hi, I want to simulate gravity for a rigidbody, I have 2 separate objects, each one have the same mass, one is set to “use gravity” (rigidbody) and the other isn’t. On the object that doesn’t use gravity, I made a script that is basically like this:

rigidbody.AddForce(new Vector3 (0f, (gravity * rigidbody.mass) * Time.deltaTime, 0f));

being gravity a float with the value of 9.81. The thing is, the object that uses gravity is falling a lot faster than the one with the script, what am I doing wrong? maybe I shouldn’t use addForce? but if I set it’s velocity instead it may not collide properly, how can I avoid those issues?

Try this:

#pragma strict

function FixedUpdate() {
	rigidbody.AddForce(Physics.gravity);
}

You can also do this so you don’t have to worry about mass:

#pragma strict

function FixedUpdate() {
	rigidbody.AddForce(Physics.gravity, ForceMode.Acceleration);
}