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Answer by jamesflowerdew

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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