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If a rigidbody is attached, should you always use AddTorque/AddRelative force for rotation/movement?
I thought that I read that you should only move the rigidbody with it's functions (AddTorque/AddForce ), but I can't seem to find whatever I read. Is this true? Is there a solid reason for this?? It's just tough to get precise movement with the rigidbody. For instance, at the moment I'm using AddTorque and I want to slow down and ultimately stop when it reaches a certain angle. Slerp or Lerp would work good for this, but do they have a negative impact on the physics of the body or something?
Answer by highpockets · Feb 08, 2014 at 06:42 AM
I came to a conclusion!! AddForce seems as though it is needed for smooth movement and collision detection.
On the other hand, AddTorque was causing me nothing but problems when I was trying to control the exact end location. This lead me to try out Slerp and test it in collisions countless times and it is working like a charm as long as I freeze the specific axes that needs rotation in the rigid body component.
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