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Question by Palai · Jan 29, 2013 at 11:53 AM · collideraddtorque

AddTorque vs Colliders

         float h = Input.GetAxis("Mouse X");
         float v = Input.GetAxis("Mouse Y");
         
         float a = movement.turnSpeed;
         
         float vForce = v * -a;
         vForce = Mathf.Clamp(vForce, -a, a);
         
         float hForce = h * a;
         hForce = Mathf.Clamp(hForce, -a, a);
         
         rigidbody.AddRelativeTorque(vForce, hForce, 0);

I use this to rotate the player ship, but the moment I add a collider the whole thing gets screwed up with uneven pitch/turn ratios.

Is there a way to make the AddTorque ignore the collider or make the force applied scale with the collider dimensions/axis?

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Answer by Bunny83 · Jan 29, 2013 at 11:56 AM

Unity calculates the inertiaTensor from the RB's colliders. rigidbody.inertiaTensor and rigidbody.inertiaTensorRotation allows you to specify your own.

http://docs.unity3d.com/Documentation/ScriptReference/Rigidbody-inertiaTensor.html

http://docs.unity3d.com/Documentation/ScriptReference/Rigidbody-inertiaTensorRotation.html

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avatar image Palai · Jan 29, 2013 at 12:24 PM 0
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Thanks a lot, exactly what I was looking for.

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