I’m making a semi-deterministic game that relies on Unity’s RigidBody. The game consists of flying a spaceship top-down RTS-style and the ship needs to have acceleration for turning and also a limit for the turn speed. Because it’s top-down, I only need to turn the Y-axis of the ship and the point to turn towards will always be on the same x-z plane as the ship.
How do I accomplish this turning using a RigidBody? Note: I’d rather directly change the AngularVelocity instead of adding torque so I can keep the game as deterministic as possible and make syncing clients easier.