Applying Torque to an instantiated object?

When the user clicks a button I’m instantiating an object and I want it to spin (Like a frisbee). I’ve tried adding Torque to it but even with very large numbers, it’s not spinning enough. In the help file it says that I should apply it in function FixedUpdate, but I’m wondering how I would do that if I no longer have a variable holding the object. Is there some other way to make an object spin?

function Update () {
var pos : Vector3 = throwSpawnPoint.position;
var rot = transform.rotation;
// rot.z += 10; // Some wobble

var instantiatedProjectile2 : GameObject = Instantiate (projectile, pos, rot);
instantiatedProjectile2.rigidbody.velocity = transform.TransformDirection(Vector3 (0, 5, 25));
instantiatedProjectile2.rigidbody.AddTorque (Vector3(0, 1000000, 0));
}

You could try using ‘Rigidbody.angularVelocity’ and a very low (i.e. 0) ‘Rigidbody.angularDrag’. This combo will get it spinning and, should, keep it spinning (until it hits something)

Another, probably better, option is to attach a simple script to the prefab which contains a FixedUpdate handler that applies the torque each update.

Awesome, putting it in its own unique script worked. Now to figure out how to stop it after a set time or when it collides with something so it doesn’t keep spinning once it stops moving.