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Question by Ilja_lala · Aug 28, 2015 at 05:33 PM · rigidbody2dcollider2d

AddTorque doesn't work 2D

I have some obstacle like stick that is upright. It's move by velocity vector in rigibody2d (-4,0). And I have a hero which always stay in center of game screen. When hero collides with a stick, I want that obstacle flew away with some rotation, depending on the point of collision (like the laws of physics, if the collision point near the edges, then more torque).

But, AddTorque on rigibody2D doesn't work, although AddForce works fine.

There is code of collision

 ![void OnCollisionEnter2D(Collision2D other)
 { 
     if (other.collider.tag == "Block")
     {
 
         if (InvBonusEnabled) {
             other.collider.isTrigger = true;
             other.rigidbody.isKinematic = false;
             other.rigidbody.AddTorque(100); //simple test doesn't work
             other.rigidbody.AddForce(new Vector2(200, 50));
         }
     }
 }`][1]
 
   

Prefab Settings

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