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Question by Jesus_Freak · Oct 26, 2010 at 03:16 PM · rotationtorque

why is torque always the same?

no matter what script you use,

function FixedUpdate () {
rigidbody.AddTorque (Vector3.up * 10);
}

or the add relative torque:

function FixedUpdate () {
rigidbody.AddRelativeTorque (Vector3.up * 10);
}

no matter what number you set it to on either script, the rigidbody rotates the same amount?

ie:

function FixedUpdate () {
    rigidbody.AddTorque (Vector3.up * 10);
    }

would equal:

function FixedUpdate () {
    rigidbody.AddTorque (Vector3.up * 10000);
    }

in rotation speed?

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Answer by Eric5h5 · Oct 26, 2010 at 07:55 PM

Increase the Max Angular Velocity in the physics settings.

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avatar image Jesus_Freak · Oct 26, 2010 at 08:10 PM 0
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wow. i feel like a noob.i alway uncheck use gravity so that it stays at "eye level" and i cant believe i didnt think about adjusting the angular drag. anyway, that's exactly what i was talking about. i wanted to change how fast it rotates, so now i know to change the angular drag, not "speed." THAN$$anonymous$$S!!!

avatar image Eric5h5 · Oct 26, 2010 at 09:20 PM 1
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Actually angular drag and the max angular velocity are two different things, but both would affect how fast an object can rotate.

avatar image Saturnix · Nov 08, 2012 at 02:16 PM 0
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thanks man! Solved me a problem :)

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Best Answer

Answer by Adam Rademacher · Oct 26, 2010 at 05:49 PM

Try multiplying by Time.fixedDeltaTime. I think you're just adding far more torque than you need every frame...Multiplying by delta time will normalize it to seconds rather than frames.

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avatar image Herman-Tulleken · Jan 25, 2011 at 10:51 AM 1
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Force and Torque should not be multiplied by Time.fixedDeltaTime. As far as I know, the physics engine already adjust for varying time delays.

avatar image Herman-Tulleken · Jan 25, 2011 at 10:54 AM 0
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Also, see Jesse's answer here: http://answers.unity3d.com/questions/31650/can-time-deltatime-work-to-addforce-on-rigidbody-over-time

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