AddRelativeTorque does not work with non triggered collider ?

I have a spaceship with a rigidBody i can fly around with.
This works really well.
But when i now want to make it physical, giving it a collider, i cannot rotate any longer.
I do this with some triggers inside FixedUpdate()

    void FixedUpdate()
    {
        // In the physics update...
        // Add rudder yaw torque when steering left/right
        _cacheRigidbody.AddRelativeTorque(new Vector3(0, Input.GetAxis("Yaw") * yawRate * _cacheRigidbody.mass, 0));

        if (!switchTurnMove)
        {
            // Add relative rotational roll torque when steering left/right
            _cacheRigidbody.AddRelativeTorque(new Vector3(0, 0, -Input.GetAxis("Roll") * rollRate * _cacheRigidbody.mass));
            // Add pitch torque when steering up/down
            _cacheRigidbody.AddRelativeTorque(new Vector3(Input.GetAxis("Pitch") * pitchRate * _cacheRigidbody.mass, 0, 0));

        } else
        {
            // Add force without rotational torque
            _cacheRigidbody.AddRelativeForce(Vector3.left * stabilizingRate * -Input.GetAxis("Roll") * _cacheRigidbody.mass);
            // Add force without rotational torque
            _cacheRigidbody.AddRelativeForce(Vector3.up * stabilizingRate * Input.GetAxis("Pitch") * _cacheRigidbody.mass);
        }
    }

As you can see i have two different steering behaviours. The first one is rolling and pitching, the second is yawing to 2 angles. AddRelativeForce works well, while AddRelativeTorque does not show any reaction any longer.
Now my object collides wonderful, but no longer steers.

What am i doing wrong ?

Help!

Have you check to see of you’ve made any accidental changes to the GameObjects when adding the Collider?

I’ve not read your code in detail, but it’s pretty much impossible for a collider to change torque behaviour.

What type of debugging have you done?

Can you remove the collider and get back your behaviour, yet when you add the collider back, the behaviour is lost again? This would reproduce the issue and tell you it could be your collider.

However, if you remove the collider and the behaviour is still bad, then you know it’s something else.

Have you rolled back to a previous saved version - one that you know works and does not have a collider - and tried adding the collider at that point? When you do, does the game work as expected? Or does the torque fail?

All of these types of tests will help you figure out what’s going on.

If you have not saved incremental versions of your project, you should start doing that immediately.

If you are on a Mac, get an additional drive or partition and enable time machine to automatically save incremental backups. If you are on windows, there must be similar solutions. In the very least, whenever you start a new stage in your project, you should quit Unity, take your project and copy / duplicate it - giving it an incremental version number - and saving it somewhere sensible - then reopen your project in Unity. This way, if anything goes wrong, you can roll back to a know working version.

One way to easily do is have a file structure similar to:

Drive
_Unity Projects
__MyFPSGame (Parent Directory)
___MyFPSGameUnityProject (Working Unity Project)
___Achive
____MyFPSGameUnityProjectv1.00
____MyFPSGameUnityProjectv1.01
____MyFPSGameUnityProjectv1.02
____MyFPSGameUnityProjectv2.01
__MyRTSGame (Parent Directory)
__Archive
___MyRTSGamev1.00
___MyRTSGamev1.01
___MyRTSGamev1.02

This way, you can simply option-drag a working Unity Project into the Achieve folder and initiate a copy. Then it’s simply renaming it.

If you really want to be serious about this, look into version control - like using Source Tree and BitBucket.

If i remove the collider or set it riggered mode, what i don’t want, i get back my behavior, yes. But i would like it to be non triggered to collide with other spaceships instead of flying through it ! So when i add the collider, i am loosing the possibility to use AddRelativeTorque. AddRelativeForce is working well.

Can you please show us all of your steps as a reproduction of the issue.

As I said, a collider shouldn’t change the way RigidBody.AddTorque should behave unless you’ve done some other step as well…

Is your collider resting against another object with a collider that could prevent your ship from rotating?

Your Answer at least lead me now to the correct answer.
My values for pitching, yawing and rolling have to be adjusted, when using the colliders, rolling by factor 100 and the other two even by factor 10000, then i get back my behavior, but i’m quite fine with this, because it’s really just that heightened values.
Thx for your answers Adam !

Hum… still wondering what you’re actually doing, as I’ve done a quick test with colliders and I can’t reproduce your issue…

I messed up the colliders due to inexperience, but it’s fine now