Our support for Unity's "quasi-Newtonian" gravity acceleration parameter in the physics system breaks allowable "gauge" for velocities, according to the possibility to Lorentz transform. However, it was always intended as an approximation to gravity, in this way! Rather than considering this a "bug," we recognize the potential for a new feature: alongside the MinkowskiConformalMap-sub-type, we'll have a RindlerGravity map, which sets the Rindler acceleration parameter from the Unity physics system, sets "gauge" by a plane through the origin, and already correctly treats peculiarVelocity by strict Rindler coordinates. If one wants better gravity approximation via the assumption of constant acceleration, (but less intuitive velocity definitions for viw and peculiarVelocity,) then one may use this new ConformalMap, which is strictly more accurate.
Our support for Unity's "quasi-Newtonian" gravity acceleration parameter in the physics system breaks allowable "gauge" for velocities, according to the possibility to Lorentz transform. However, it was always intended as an approximation to gravity, in this way! Rather than considering this a "bug," we recognize the potential for a new feature: alongside the
Minkowski
ConformalMap
-sub-type, we'll have aRindlerGravity
map, which sets the Rindler acceleration parameter from the Unity physics system, sets "gauge" by a plane through the origin, and already correctly treatspeculiarVelocity
by strict Rindler coordinates. If one wants better gravity approximation via the assumption of constant acceleration, (but less intuitive velocity definitions forviw
andpeculiarVelocity
,) then one may use this newConformalMap
, which is strictly more accurate.