Answer:
+9.8m/s^2
Explanation:
The rate of gravity of the object is constant thriughout the surface of the earth.
For falling object, the rate of gravity is positive since the body is coming down (falling)
The rate of gravity is negative if the body is going up
The constant value for acceleration due to gravity is 9.8m.s^2
Since the object is falling, hence the acceleration due to gravity is positive.
Rate of gravity working on the object will be +9.8m/s^2
Rigidbodies are components that allow a GameObject<u> to react to real-time physics. </u>
Explanation:
- Rigidbodies are components that allow a GameObject to react to real-time physics. This includes reactions to forces and gravity, mass, drag and momentum. You can attach a Rigidbody to your GameObject by simply clicking on Add Component and typing in Rigidbody2D in the search field.
- A rigidbody is a property, which, when added to any object, allows it to interact with a lot of fundamental physics behaviour, like forces and acceleration. You use rigidbodies on anything that you want to have mass in your game.
- You can indeed have a collider with no rigidbody. If there's no rigidbody then Unity assumes the object is static, non-moving.
- If you had a game with only two objects in it, and both move kinematically, in theory you would only need a rigidbody on one of them, even though they both move.
The hardest part of the job is to find the right formula to use, and write it down. You've already done that ! The rest is just turning the crank until an answer falls out.
You wrote. E = m g h.
Beautiful.
Now divide each side by (g h), and you'll have the formula for mass:
m = E / (g h).
You know all the numbers on the right side. Just pluggum in, do the arithmetic, and you'll have the mass.