Apply addTorque to rigidBody until a specific angularVelocity is reached?

Is there a way to do this? I’ve tried Lerp, but that just seems to use inertia arbitrarily with some kind of added time parameter? I just need to rotate an object with and angular force until it reaches a specific angular velocity.

Try this:

public float targetMagnitude = 5.0f;
public float acceleration = 0.5;

private Rigidbody Body;

void Start()
{
    Body = GetComponent<Rigidbody>();
}

void FixedUpdate()
{
    Body.angularVelocity = Body.angularVelocity.normalized * Mathf.MoveTowards( Body.angularVelocity.magnitude, targetMagnitude, acceleration * Time.fixedDeltaTime );
}

Hope that helps!