As above I'd be tempted to apply gravity without the physics
pseudocode below:
pArrowMomentum+=new Vector(0,MyGravity*Time.deltaTime,0);
transform.LookAt(transform.position+pArrowMomentum);
transform.position+=pArrowMomentum*Time.deltaTime;
you could apply the above to rigidbody.velocity if you're desperate to use physics but with fast objects like arrows I'd be really tempted to use raycasts, as arrows/bullets can pass through physics objects if their speed is high enough.
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