Tier 2
Series 104
104D: The Force Vector
"Setting `velocity = 10` is like teleporting to speed. Using `AddForce` is like pushing. An Engineer knows that for jumps, you want an "Impulse" (Instant Push), but for engines, you want "Force" (Continuous Push)."
The Concept: Force Modes
How energy is applied to the object.
* **Force:** Continuous (Engine thrust, wind).
* **Impulse:** Instant (Explosion, Jump).
* **VelocityChange:** Instant, ignoring mass (Super speed).
* **Force:** Continuous (Engine thrust, wind).
* **Impulse:** Instant (Explosion, Jump).
* **VelocityChange:** Instant, ignoring mass (Super speed).
Red Flag Detected
The AI Trap: "The Feather Jump"
You ask the AI: "Make the character jump."
// AI-Generated Code: Weak Physics rb.AddForce(Vector3.up * 10); // Audit Fail: Default ForceMode is "Force" (Continuous). // A single frame of "Force" won't lift a heavy object.
This is "Mode Mismatch." The character barely twitches because the force was meant to be applied over 10 seconds, not 1 frame.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Engineer's Correction
Corrective Protocol
// Corrected: Explosive Power rb.AddForce(Vector3.up * 10, ForceMode.Impulse);
Your Pilot Command
> Use a Coroutine to smoothly fade audio volume over time.