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why is my angular velocity slowing down?
I have a gameObject that I am giving an angular Velocity. The angularDrag is set to 0. The friction is set to 0.
Why is the gameObject slowing down. Why won't the angular Velocity increment. It seems to remain the same speed each time.
gameObject.rigidbody.angularVelocity.y+=50; gameObject.rigidbody.collider.material.staticFriction=0; gameObject.rigidbody.collider.material.dynamicFriction=0; gameObject.collider.material.frictionCombine=PhysicMaterialCombine.Minimum;
Answer by aldonaletto · Apr 25, 2012 at 08:36 PM
The Physics Manager sets a default limit for angular velocity (Max Angular Velocity) which by default is set to 7 (don't know the unit - maybe radians/second). You can increase this limit per rigidbody setting rigidbody.maxAngularVelocity, but according to the docs high velocities may produce numerical instability (and 50 seems way too high when compared to the default limit, 7!).
That explains why it won't increment. Thanks. Any idea why it slows down?
I don't know what's happening - I tried a rigidbody with zero angularDrag and it kept the initial angular velocity (0,1,0). I activated gravity and froze rotations in X and Z (it was a capsule), and it only lost a little velocity when touched the ground, keeping its velocity with a very small fluctuation.
okay thanks for verifying that. I think maybe it's my collider hitting the ground and losing energy each hit.
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