I'm building a small 2D character controller using Unity physics to simulate an oldschool platformer. I know this is not the best way to do it and I have my own version using just raycast and custom physics.
This morning I was adding the jump and noticed that the rigidbody drag property affects X and Y axis. I mean, if I apply an impulse following up direction and I get a jump of 10 units if I make the drag value higher it will jump lower (less than 10). I don't know why, I was assuming that drag was going to affect just movement in X axis.
So, what I need is a way to keep the jump height independent of the drag value I use to keep things consistent and make tweaking easier.
Is this possible?