Equip game objects with real world dynamics

I am making a space game where players can shoot spacecrafts, but I wish to make the spacecrafts tumble and react to bullets the same way as they behave in real world. What are the best ways to control the game objects’ position and attitude according to real world dynamics equations?

You could use point of impact, mass (of both objects), and center of mass (for your ship) to do a lever-effect to apply rotation.
https://www.thearma.org/spotlight/GTA/motions_and_impacts_files/image009.gif

Any ideas on the potential nutation and procession effects that may happen, besides the spinning?

You could try implementing (approximations of) the Euler-Lagrange equations (for both objects).
But that probably wouldn’t be far away from simply faking it using some randomness. So unless you’re trying to go full-sim, the overhead for doing that in real-time probably isn’t worth it.

‘Gravitational pull’ of the ship on the bullet (due to differing mass) is another one of those. You could implement it, but the effect is so tiny that you probably won’t see any change.

There’s also some discussion on “ForceToTorque” in this thread that might help:
How to calculate how much torque will rigidbody.addForceAtPosition add? - Unity Forum

Thank you very much for your reply! I will try implementing the dynamics eqations myself then, was just wondering if there are built-in components that can achieve this, but that doesn’t look like the case. Will compare with the add randomness method if the computation is too large!