Suggest a change Show Success!Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Close Submission failedFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation. Close Your name Your email Suggestion* Cancel Switch to Manual Declarationpublic void AddTorque(float torque, ForceMode2D mode = ForceMode2D.Force); Parameters
DescriptionApply a torque at the rigidbody's centre of mass. using UnityEngine; Suggest a change Success!Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Close Submission failedFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation. Close Your name Your email Suggestion* Cancel Switch to Manual Declarationpublic void AddTorque(Vector3 torque, ForceMode mode = ForceMode.Force); Parameters
DescriptionAdds a torque to the rigidbody. Force can be applied only to an active rigidbody. If a GameObject is inactive, AddTorque has no effect. The effects of the torques applied with this function are accumulated at the time of the call. The physics system applies the effects during the next simulation run (either after FixedUpdate, or when the script explicitly calls the Physics.Simulate method). Because this function has different modes, the physics system only accumulates the resulting angular velocity change, not the passed torque values. Assuming deltaTime (DT) is equal to the simulation step length (Time.fixedDeltaTime), and mass is equal to the mass of the Rigidbody the torque is being applied to, here is how the angular velocity change is calculated for all the modes:
Wakes up the Rigidbody by default. If the torque size is zero then the Rigidbody will not be woken up. See Also: AddRelativeTorque, AddForce. // Rotate an object around its Y (upward) axis in response to // left/right controls. using UnityEngine; using System.Collections; Declarationpublic void AddTorque(float x, float y, float z, ForceMode mode = ForceMode.Force); Parameters
DescriptionAdds a torque to the rigidbody. Force can be applied only to an active rigidbody. If a GameObject is inactive, AddTorque has no effect. Wakes up the Rigidbody by default. If the torque size is zero then the Rigidbody will not be woken up. |