Hi everyone! I'd love some help on this, because I'm stumped.
I'm firing off a bunch of cylinders to use as ejected casings for a blaster. I add a random force to each casing after it's created, which works fine, but when I try to add a random torque it seems to result in the same rotational speed no matter if I add (0,0,10) or (0,0,1000).
The relevant scriptpiece, here I've just written 2000 to check if anything happens:
casing = Instantiate(cartridge, weapon.transform.position+Vector3(0.22,0.4,0), Quaternion.Euler(0, 0, 90));
Physics.IgnoreCollision(casing.collider, collider);
casing.rigidbody.AddTorque (0, 0, 2000);
casing.rigidbody.AddForce (Random.value*10, 20+Random.value*20, 10+Random.value*10);
Destroy (casing, 3);
The casing object has a mass of 0.1, a drag and angular drag of 0, no kinematic, interpolation or freeze rotation.