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Dec 4th, 2016
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C# 0.30 KB | None | 0 0
  1. float gravityMagnitude = G * m_rigidbody.mass * OtherMass.mass / Vector3.SqrMagnitude( OtherMass.transform.position - this.transform.position );
  2.         Vector3 direction = ( OtherMass.transform.position - this.transform.position ).normalized;
  3.         m_rigidbody.AddForce( gravityMagnitude * direction );
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