To simulate a boulder falling faster than a packet of crisps, which Rigidbody settings should be altered?

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To simulate a boulder falling faster than a packet of crisps, it's crucial to understand how Rigidbody properties like Drag affect the motion of these objects in Unity.

Drag is a force that resists the motion of an object through a fluid (in this case, air). By decreasing the boulder's Drag, you reduce the amount of air resistance acting on it, allowing it to fall more quickly. Conversely, increasing the packet of crisps' Drag will increase the air resistance it experiences, which will slow it down.

In this scenario, decreasing the boulder's Drag will allow it to accelerate downwards more effectively due to gravity, while increasing the packet of crisps' Drag will ensure that it encounters more resistance, thus falling slower than the boulder. This manipulation of Drag settings creates the desired effect where the boulder falls faster than the packet of crisps, accurately simulating the difference in their falling speeds based on their shapes and weights.

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