Problem rotating meshes at runtime using physics

Ive put together some scripts and components to automate doors for a project I am working on.

I prototpyed the necessary behavior by applying a rigidbody and a hingeJoint to the default cube gameobject and by applying torque to the rigidbody when the player enters the radius a child collider setup as a trigger.

I only used the cube while the artists I had to do this because the artists made all the door models in 3DsMax.

The problem is that when I applied the same scripts and components (all with the exact same settings as in the prototype) to the new meshes, no rotation occurs. The only difference in the inspector between the two is the new door is made with an imported mesh instead of the cube mesh.

The only other detail that might be relevant is that all the doors were exported in one FBX file and I have been adding my components to each model from that file.

Any ideas as to why the imported meshes do not rotate while the Unity cube does? Any help would be appreciated, thanks!

Are you sure the object on which the script is placed is the one that has the rigidbody? You also might want to check the scale of the imported versus the primitive. If the scale of the imported is much larger, it could be rotating at the same rate, but doesn’t appear to be because it is bigger.

It does have a rigidbody attached. I did have to chAnge the import scale of the mesh becAuse the default scale is .01.

Figured it out… in my script I was calling AddRelativeTorque. On a whim I switched all those calls to AddTorque and now it works as it should.

Thanks!