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Using Rigidbody AddRelativeTorque on a planetary surface
Hi there!
I'm working on a small game with a planetary level design. My player is properably orientated to the surface. But when I try to rotate my player, that is a rigidbody, by AddRelativeTorque nothing happens becauce the code for orientate the player to the surface overwrites the AddRelativeTorque function (I guess).
Do someone knows a way how to mix AddRelativeTorque with a orietation (quaterion).
That's how the code looks like:
rigidbody.rotation = planetaryOrientation.rotation;;
rigidbody.AddRelativeTorque (new Vector3 (0f, (10000),0f));
planet orientation is just another transform. So I need to find a way to rotate the player by AddRelativeTorque that already takes over the rotation of another transform.
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