# How do I get parabolic movement in Unity using Rigidbody2d?

EDIT: It was the Animator after all. Apply Root Motion basically nullifies any physics based work.

I "know" this answer but I can't figure out what can possibly be wrong. My code is in FixedUpdate(). My Rigidbody2D has a Gravity Scale of 4 and a Mass of 1. For whatever reason a Gravity Scale of 1 just isn't strong enough to keep it from floating away. In the pictures below the little cubes should be marking each frame.

Using the below code I get a jagged leap movement. The object shoots upwards and falls like a feather.

if(Game.inputManager.GetKey("Jump").KeyPressed())
{
yForce = 1000f;
}


And using another suggestion I distribute the force over a second of time.

if(Game.inputManager.GetKey("Jump").KeyPressed())
{
yForce = 1000f;
}
{