V = sqrt(G * ((m1 + m2 ) / r))
dist = new Vector2 (Planet.renderer.bounds.center.x - renderer.bounds.center.x, Planet.renderer.bounds.center.y - renderer.bounds.center.y);
r = dist.magnitude;
rigidbody2D.velocity = dist.normalized * (Mathf.Sqrt (0.5f * ((mBody + mPlanet) / r)));
dist = new Vector2 (Planet.renderer.bounds.center.x - renderer.bounds.center.x, Planet.renderer.bounds.center.y - renderer.bounds.center.y);
r = dist.magnitude;
float force = 0.5f * mPlanet * mBody / (r * r);
rigidbody2D.AddForce (dist.normalized * force);
