I have 2 rigidbody objects that will collide with each other. One is spinning (like a propeller) using
FixedUpdate() and the player will control this object and must ‘smash’ it with the other object.
Now I’m trying to calculate the force at which the propeller object impacts the other object.
I’ve been using
if (collision.relativeVelocity.magnitude > minimumMagnitude) (if true, then apply damage, if not, then no damage is applied) to measure this force and so far with other objects that are not spinning using
AddTorque(), this works quite well, but for some reason the
AddTorque() is not adding to the relativeVelocity so the measured number is always quite a lot lower than it’s supposed to be.
What am I doing wrong here?