step 10 space shooter asteroid random rotation not working

I have followed this script but it still won’t rotate

using UnityEngine;
using System.Collections;

public class RandomRotator : MonoBehaviour
{
    public float tumble;

    void Start ()
    {
        rigidbody.angularVelocity = Random.insideUnitSphere * tumble; 
    }
}

I’ve also changed it to “GetComponent” code because I’m using the new 5.0 script. but still doesn’t work.

I had the same problem, double checked everything, followed every suggestion in this thread and then I started fooling around with the Random.insideUnitSphere and replaced it by creating a vector3 with all of its values being “Random.value”.
Nothing worked… except for capitalizing my Start function…

void Start()

NOT

void start()

I feel dumb and defeated sometimes but then I realize I learned another simple lesson today that I won’t be needing again tomorrow…

I’m sorry if this is not the answer to OPs problem, but perhaps it will help someone with my problem.

GetComponent().angularVelocity = Random.insideUnitSphere * tumble;
Also make sure your tumble value is > 0.

using UnityEngine;
using System.Collections;

public class RandomRotator : MonoBehaviour {

public float tumble;

void Start()
{
	GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere * tumble;
}

}

Simple fix trick. Check Kinematic on the asteroid rigid body. Save scene then project. close unity. reopen unity and uncheck Kinematic. Make sure the code looks like this.

using UnityEngine;
using System.Collections;

public class RandomRotator : MonoBehaviour
{
    public float tumble;

Also make sure to go ahead and tag the asteroid as “hazard.”
private Rigidbody rb;

    void Start ()
    {
        rb = GetComponent <Rigidbody> ();
        rb.angularVelocity = Random.insideUnitSphere * tumble;
    }
}