void Update() { if (IsAffectedByGravity) { Vector3 newPos = m_GravityManager.GetSummedGravityForceAtPosition(transform.position, Mass); //send summed forced object to be affected position and mass. float distance = Vector3.Distance(this.transform.position, newPos); Vector3 thrustForward = newPos - transform.position; // subtract summed from current position // distance = distance * 1.1f; thrustForward = (thrustForward.normalized * distance * Time.deltaTime); this.m_RigidBody.AddForce(thrustForward); } }