A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://docs.unity3d.com/Manual/../ScriptReference/Rigidbody-angularVelocity.html below:

Unity - Scripting API: Rigidbody.angularVelocity

Rigidbody.angularVelocity 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 failed

For 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 Description

The angular velocity vector of the rigidbody measured in radians per second.

In most cases you should not modify it directly, as this can result in unrealistic behaviour. Note that if the Rigidbody has rotational constraints set, the corresponding angular velocity components are set to zero in the mass space (ie relative to the inertia tensor rotation) at the time of the call. Additionally, setting the angular velocity of a kinematic rigidbody is not allowed and will have no effect.

// Change the material depending on the speed of rotation
using UnityEngine;

public class ExampleClass : MonoBehaviour { public Material fastWheelMaterial; public Material slowWheelMaterial; public Rigidbody rb; public MeshRenderer rend;

void Start() { rb = GetComponent<Rigidbody>(); rend = GetComponent<MeshRenderer>(); }

void Update() { if (rb.angularVelocity.magnitude < 5) rend.sharedMaterial = slowWheelMaterial; else rend.sharedMaterial = fastWheelMaterial; } }


RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4