Timeline for When should I use velocity versus addForce when dealing with player objects?
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Dec 17, 2015 at 14:31 | comment | added | DMGregory♦ | Your AngryBirds example should probably use an instantaneous change in momentum (eg. Impulse or VelocityChange) when the slingshot is released, rather than the default ForceMode.Force which simulates its effect over a time window. You can tune the numbers to get equivalent behaviour out of either approach, but if you change your fixed time step the force solution will have a different output (since it's integrating the force over a longer or shorter time interval) while the impulse remains consistent as desired, because it represents just the moment of release. | |
Dec 17, 2015 at 13:31 | history | edited | Hamza Hasan | CC BY-SA 3.0 |
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Dec 17, 2015 at 11:49 | history | answered | Hamza Hasan | CC BY-SA 3.0 |