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!