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

Unity - Scripting API: Rigidbody.AddRelativeTorque

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Switch to Manual Declaration

public void

AddRelativeTorque

(

Vector3 torque

,

ForceMode mode

= ForceMode.Force);

Parameters Parameter Description torque Torque vector in local coordinates. Description

Adds a torque to the rigidbody relative to its coordinate system.

Force can be applied only to an active rigidbody. If a GameObject is inactive, AddRelativeTorque has no effect.

Wakes up the Rigidbody by default. If the torque size is zero then the Rigidbody will not be woken up.

For more information on how ForceMode affects angular velocity, see Rigidbody.AddTorque.

Additional resources: AddTorque, AddRelativeForce.

// Rotate an object around its Y (upward) axis in response to
// left/right controls.

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public float torque; public Rigidbody rb;

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

void FixedUpdate() { float turn = Input.GetAxis("Horizontal"); rb.AddRelativeTorque(Vector3.up * torque * turn); } }

Declaration

public void

AddRelativeTorque

(float

x

, float

y

, float

z

,

ForceMode mode

= ForceMode.Force);

Parameters Parameter Description x Size of torque along the local x-axis. y Size of torque along the local y-axis. z Size of torque along the local z-axis. Description

Adds a torque to the rigidbody relative to its coordinate system.

Force can be applied only to an active rigidbody. If a GameObject is inactive, AddRelativeTorque has no effect.

Wakes up the Rigidbody by default. If the torque size is zero then the Rigidbody will not be woken up.


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