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Gravity and Mass

Part of the Physics and Gameplay section of Coddy's Unity journey. Lesson 1 of 63.

A Rigidbody hands its object to Unity's physics, as the coconut showed when it fell. From then on gravity speeds the object up by 9.81 m/s every second, and the Rigidbody has the settings that decide how. Two of them are mass, in kilograms (1 for a new Rigidbody), and useGravity (on for a new Rigidbody).

Mass does not change how fast things fall. Gravity pulls a heavy body harder, and the heavy body is harder to speed up by exactly as much, so a 1 kg crate and a 50 kg anvil dropped from the same height land on the same frame. Mass matters when bodies push each other: the anvil knocks the crate aside, and the crate hardly moves the anvil. This party balloon gets a light mass and is left alone by gravity, so it hangs where the scene put it:

void Start()
{
    Rigidbody rb = GetComponent<Rigidbody>();
    rb.mass = 0.2f;
    rb.useGravity = false;
}

With useGravity off, the balloon still has its mass and still moves when something bumps into it: only gravity stops pulling. Set it back to true and gravity pulls again from wherever the object is. There is no air in Unity's physics either, so a feather falls like a brick unless you give its Rigidbody some Linear Damping.

challenge icon

Challenge

Easy

The crane holds two crates over the dock: a heavy Safe and a light Box. Both have a Rigidbody and a CraneLoad script whose weight the Inspector sets (80 on the Safe, 2 on the Box).

  • When the game starts, set the Rigidbody's mass to weight and stop gravity pulling, so the crate hangs where it is.
  • When Space is pressed, let gravity pull it again, so it drops.

Press Play, press Space and watch which crate lands first, then Check.

Try it yourself

using UnityEngine;

public class CraneLoad : MonoBehaviour
{
    public float weight = 1f;

    void Start()
    {
        // Set the mass to weight and stop gravity pulling
    }

    void Update()
    {
        // Space: let gravity pull again
    }
}
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