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.

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.