If the rigidbody rotates is the transform.rotation effected?
Are there 2 separate axis?
The transform.rotation can tumble freely but the physics is applied to the rigidbody.rotation?
You are correct. If you modify the rotation using transform.rotation the object will ignore collisions that might have occurred so that it can reach that rotation no matter what objects might be in the way.
When you assign a value to rigidbody.rotation the object will be rotated from its current rotation to the assigned rotation, but it will be blocked by the physics engine if it can’t make the rotation. Then it will be stopped somewhere between its old rotation and the rotation you assigned to it.
When getting (reading the values) it’s the same. The difference is that when you set the transform.position or rotation it will be applied at the end of the frame but for rigidbody.position or rotation it will be applied at the end of the next physics step.
i dont quite understand what you mean but rigidbody is a component and transform is just its position, rotation, and size of an object in the 3d world. A component can be applied to an gameObject. But an gameObject is a mesh(or not) with certain transforms.
It Just a matter of how you change transform property of a gameObject.You can change transform with physics through rigidBody, or you can change it using animation component, even you can change it manually.End result is they all are effecting same transform property.