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Question by Squinshee · May 27, 2018 at 02:37 PM · rigidbody2dangularvelocity

Rigidbody2D angular velocity is zero after I set it to a float that's not zero

 Vector2 point2Target = (Vector2)target.transform.position - rb.position;
 point2Target.Normalize();
 float rotateAmount = Vector3.Cross(point2Target, transform.right).z;
 float angularVelocity = turningSpeed * rotateAmount;
 rb.angularVelocity = angularVelocity;
 rb.velocity = transform.right * speed;

The above code is what I'm trying to execute. When I Debug.Log() the value of my angularVelocity float, it prints out a non-zero number. However, when I Debug.Log() the value of rb.angularVelocity after setting it to the float, it prints out 0. I have used this exact same code on a previous project and it worked fine. I have even mimicked the settings for the Rigidbody2D in the editor to match, and still the rb.angularVelocity is always 0. I'm not sure what I'm doing wrong here.

I really appreciate the help. Thanks!

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Answer by Squinshee · May 27, 2018 at 02:51 PM

I had Freeze Rotation Z set to true :(

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