Unity – Exploring the Physics – Rigidbody and Drag

March 10, 2021

Rigid Body Physics

Unity



Title: How is Drag Calculated by Unity Engine?




Unity Forum – Link



Description:
Explanation of someone’s testing of Unity’s rigid body drag value.


Overview

I was just exploring Unity’s physics through Rigidbodys and Physics Materials to see what different feels and effects I could get with them, and decided to delve a bit further into them.

Rigid Body

I was just doing very general testing without much research this time around just to see what I got from using the different values. Mass acts pretty much how you would expect, as it requires more force to accelerate the object and stops it faster when friction is involved.

Drag

Drag and Angular Drag however were a bit trickier. While Drag did reduce the acceleration of the object as it moved, and eventually the velocity as force stopped being applied, it did not appear to matter what direction or shape the object’s facing direction created. I tested it with a narrow box, and moving straight on the narrow side and moving completely perpendicular with the long face of the box resulted in the same max speed values.

While I assumed this meant the shape did not matter whatsoever, I tested a capsule and a box with the exact same settings in the Rigidbody component on the exact same surface with the same physics material, and the box gave a lower terminal velocity than the capsule. I could not find any reason for this, other than possibly different collider types may have different effects on how drag or friction impacts them.

The link I attached above is a bit old now, but it comes from someone that belives they found an accurate approximation of Unity’s drag. At the very least, several sources I came across indicated that drag is linearly related to velocity in Unity’s Phys X engine, which is different from true drag which related to the square of the velocity of an object. I would have to do more testing to see if this person’s formula is accurate now (since this is about 5/6 years old now), and will have to do some more research to see if I can find any more up to date takes on Unity’s drag.

Physics Materials

I have not delved into these far yet, but the basics seem to make sense. I have only been exploring the friction values, and they seem to act as expected. The dynamic friction slows down objects rubbing against a surface as they move, and the static friction presents a force that needs to be overcome before the objects starts to move. Bounciness and the combining of the factors are aspects I have not yet tested at all currently.


Fig. 1: Quick Snap Shot of My Unity Physics Testing Table

Summary

With my quick initial tests, some interesting results have already come up. As noted previously, the primitives seem to be effected by physics differently somewhere in the pipeline. I suspect it is the drag factor, but it could also be friction, or some other inherent factor. Another interesting note is that both boxes had the exact same max speeds, even though one made much more contact with the ground. I would like to perform some more testing to see if the friction values at least make it accelerate slower overall, and reach max speed slower.

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