I’ve read that rigidbodies don’t care about their transform’s scale. However, I’m noticing that if I scale my gameobject up, it rotates more slowly with the same torque. (As per Unity’s guidelines, I am not scaling the parent of the rigidbody, but the same transform as the rigidbody.)
E.g:
void FixedUpdate()
{
…
rigid.AddTorque(transform.up * amount, ForceMode.Force);
Debug.Log("Torque: " + transform.up * amount + ", Angular V: " + rigid.angularVelocity);
}
At scale 1.0,1.0,1.0 this converges to “Torque: (0.0, 1426.8, 0.0), Angular V: (0.0, 4.3, 0.0)”
At scale 4.0,4.0,4.0 this converges to “Torque: (0.0, 1426.8, 0.0), Angular V: (0.0, 0.3, 0.0)”
Why?