My ball is dropping much slower then i want it to. I have everything in my rigidbody2D set to the same thing as in the video. Please help!
I have the same problem and am also unsure how to get my ball to behave like the video demonstration with the same settings. I am using Unity5, so maybe there are some minor issues, but I suspect it is actually my error.
For now, I just bumped up the Ball’s RigidBody 2D Gravity Scale to say 20 or 30. I think it lags a bit however because I suspect it’s calculating more than it needs to, but I’m not sure how the gravity performs exactly.
But yeah, I’m still trying to wrap my head around the pixel-per-unit relationship with gravity calculation. My ortho camera window is 800 x 600 and I’m using the provided basketball sprite asset, with no luck. I tried increasing and decreasing the pixel-per-unit value (he has it set to 50) but I’m not seeing any difference in the ball’s fall speed. Currently, because it looks similarly to how he has it, I actually have the sprite’s pixels-per-unit value set to 1, and the actual Ball’s transform scale set to 1 as well. If I raise the pixels-per-unit to 50 like him, the ball gets incredibly small and I have to scale it up in the scene drastically, but again, no speed change occurs.
Here are two screenshots showing my settings for the ball sprite asset and the Ball in my scene. Sorry I can’t help, but I’m dealing with the same situation it would seem.
[EDIT]: I suspect it might have something to do with my setup is perhaps larger than his? I am working in 800 x 600 pixel scene window, just as the output is (at 4:3 800 x 600) – I think his scene is smaller, but outputs to 800 x 600 nonetheless. In short, I think my ball just has further to travel and appears to be moving slower. Just a guess, but for now I’m going to move forward and not fuss too much as what I have makes sense despite not working as intended. Better to make sense than work, right? Maybe not haha!
Alright, here are some updates that solve the problem. Backtracking, I was correct (in the way that I thought I was wrong) – my scene was simply too large; his is much smaller. Here are a series of screenshots that should get you back to the same game performance that Ben demonstrates in the video (note that the ball is hiding behind the camera icon in the scene, but is there). Again, this is using Unity5, and make sure your Main Camera is the same in each scene:







