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How to reset rotation of object after AddTorque has been applied?
I have an object that I AddTorque to get it spinning randomly in all three axis.
Once I "blow up" the object I want to reset the rotations back to zero so I can re-spin it.
I tried this but doesn't seem to work, the new AddTorque seems to be additive to the previous rotations.
rigidbody.rotation = Quaternion.identity;
How can I reset it?
I guess I'm still trying to grasp the idea of quaternions :(
Answer by Atnas1010 · Nov 04, 2010 at 02:44 AM
Nobody truly understands quaternions, you just have to live with them, and let them do the work for you :)
Assuming, since you said "rigidbody.rotation = Quaternion.identity;" in your post, that you have tried that and, that is not what you are interested in? That one resets the rotation to the default, but does not reset the speed, so it keeps spinning.
To reset the speed you would do:
Rigidbody.angularVelocity = Vector3.zero;
Amen to understanding quaternions: http://www.youtube.com/watch?v=Sv0x3vOp_Lc
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