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- float gravityMagnitude = G * m_rigidbody.mass * OtherMass.mass / Vector3.SqrMagnitude( OtherMass.transform.position - this.transform.position );
- Vector3 direction = ( OtherMass.transform.position - this.transform.position ).normalized;
- m_rigidbody.AddForce( gravityMagnitude * direction );
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