AddTorque vs Colliders

float h = Input.GetAxis(“Mouse X”);
float v = Input.GetAxis(“Mouse Y”);

		float a = movement.turnSpeed;
		
		float vForce = v * -a;
		vForce = Mathf.Clamp(vForce, -a, a);
		
		float hForce = h * a;
		hForce = Mathf.Clamp(hForce, -a, a);
		
		rigidbody.AddRelativeTorque(vForce, hForce, 0);

I use this to rotate the player ship, but the moment I add a collider the whole thing gets screwed up with uneven pitch/turn ratios.

Is there a way to make the AddTorque ignore the collider or make the force applied scale with the collider dimensions/axis?

Unity calculates the inertiaTensor from the RB’s colliders. rigidbody.inertiaTensor and rigidbody.inertiaTensorRotation allows you to specify your own.