Physics equivelent to transform.RotateAround

As the question says i need some way to replicate the transform.RotateAround method (unity doc) using a physics rotation rather than transforming. I have already got my code working via transforms but i now need a rigibody because my collisions are acting up. I need a behavior very similar to rotate around but subtle differences due to physics would make sense.

I edited the question to be a little to be more to the point (and hopefully more helpful to unity answers roamers).
If i dont find an answer in the meantime thank you for any input.

Did you find the answer? :slight_smile:

I too am curious on this one.