// Update is called once per frame void FixedUpdate() { Rockets = GameObject.FindObjectsOfType <Rigidbody>(); foreach (Rigidbody Rocket in Rockets) { currentRocket = Rocket.gameObject; float force = ((6.673f * Mathf.Pow(10.0f, -11.0f) * Rocket.mass * planetMass) / Mathf.Pow(Vector3.Distance(Rocket.transform.position, transform.position) * 100, 2)); gravityAccel = ((6.673f * Mathf.Pow(10.0f, -11.0f) * planetMass) / Mathf.Pow(Vector3.Distance(Rocket.transform.position, transform.position) * 100, 2)); finalForce = (transform.position - Rocket.position).normalized * force; Rocket.AddForce(finalForce); } }