AddTorque has no effect

Hi all, I am in the process of re-enginnering my project from transform based movement to addforce/torque based movement.

So far the addForce is working fine but i cannot get my object to rotate at all using AddTorque.

Here is the code I am using to move the object:

function FixedUpdate() {

    horMovement = Input.GetAxis("Horizontal");
    verMovement = Input.GetAxis("Vertical");

    if (verMovement) {
     rigidbody.AddTorque(transform.right * verMovement * verAcceleration);
    }

    if (horMovement) {
    rigidbody.AddForce(Vector3(0, horMovement, 0).right * horAcceleration);
    }
}

verMovement and horMovement are both set to 5.0. Can anyone tell me why it wont rotate? Thanks

Oh.... my.... god. I just found out the problem... and your gonna laugh.

I went into project settings physics manager, and set max angular velocity from 0 to 500 and it instantly worked. May have been a bit fast with a rotation speed of 1000000.0 but this can be easily changed. Im such a noob sometimes.

Thanks for all the assist.

Are you sure you are overwhelming the inertia of the object in your virtual environment ?

EDIT 4/13/2011 13:31 GMT+1

I believe another question on the site has the code and the discussion you need. This isn't a real double but it's good enough I believe, but you will have to judge that for yourself.

http://answers.unity3d.com/questions/51353/force-and-rotation

Hope it works out!

Maybe it’s just me… but this seems to only work in FixedUpdate(). At least that’s what I’ve found. Maybe it’s a bug? I looked through the docs… not super thoroughly, but it doesn’t seem to be stated anywhere.