Whats the difference between setting rotation and angularVelocity of a rigidbody?,What the difference between setting angularVelocity and rotation of a rigidbody?
Whats the difference between:
rotation_ += angular_velocity_ x Time.deltaTime;
rb_.rotation = Quaternion.Euler(new Vector3(rotation_.x, rotation_.y, rotation_.z));
and
rb_.angularVelocity = angular_velocity_ x Time.deltaTime;
With my limited physics experience it seems the same? However the results are different, and the second one yields the right result. Why is this? and how can I use the first method correctly? Assume that I need to set rotation explicitly. Thanks for your help!
Edit: sorry about the repeated title, first time posting messed up the formatting
Answer by taelssyt · Dec 18, 2019 at 06:01 PM
@zacharytay1994 doing rb_.rotation is getting the object to spin at a fixed rate.. think of it like 5 degrees, 5 degrees, 5 degrees. while using the other method, you are compounding the speed of the angular change.
So using rb_.angularVelocity is getting the object to spin at a compounding rate.. think of it like 5 degrees, 10 degrees, 15 degrees.
If your goal is to make a wheel, you would want to use rb_.angularVelocity, because you are adding speed to the wheel, not directly setting the angle of it.
I was under the impression that rb.rotation was the orientation of the object, so if I set rb.rotation = {0,90,0}, the object would have orientation 90 on the x axis.
I'm not trying to make a wheel though, I want to explicitly set the orientation of an object through it's angular velocity represented in a vector3 form. I want to explicitly set the angle, how would I go about doing that?
What goes on behind the scene from setting rb.angularVelocity to Unity calculating rb.rotation?
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