# AddForce not moving imported model in Unity

I've got a Unity project with an imported .fbx model I'm attempting to add movement to.

As a test, I've added a sphere primitive with a sphere collider, a rigid body, and the following script:

public class ball_test : MonoBehaviour {

private Rigidbody rb;

void Start ()
{
rb = GetComponent<Rigidbody> ();
}

void FixedUpdate ()
{
Vector3 movement = new Vector3 (1f, 0.0f, 1f);

rb.AddForce (movement);
}
}


This is partly copied from the Roll A Ball tutorial, and this works fine. The ball slowly rolls with no problem.

I've imported a custom model, added a box collider, a rigid body, and assigned to it the same script. It doesn't move.

Here's how they're set up:

• This seems like a problem with friction. Try to make a Physic material with Zero friction and set it in the Collider component. – Aditya Yadav Nov 24 '17 at 5:50
• @AdityaYadav, No change. – Nightmare Games Nov 24 '17 at 5:58
• Have you tried just cranking up the force? It's harder to slide a crate than roll a wheel. ;) – DMGregory Nov 24 '17 at 6:06
• @DMGregory, yep, that was it. – Nightmare Games Nov 24 '17 at 6:12
• Cool. Maybe share the force values you needed to use as an answer so future users can get a sense of how much they need to crank it up in similar situations. – DMGregory Nov 24 '17 at 6:12

## 1 Answer

The difference here had to do with the sphere collider versus the box collider. I didn't realize the physics engine was taking the shape of the object into consideration.

The box requires a lot more force to move than the sphere.

I had to increase the force on the custom model to at least 6f before I saw any movement, where as 1f was fine for the ball.

There was also too much friction with the ground.

I had to apply a zero friction physic material to the model's box collider. Without this, the car would move at 10f, but just roll over end-to-end instead of sliding/driving.