Unity3D RigidBody.AddTorque(), RigidBody.AddRelativeTorque rotates the opposite of the expected direction

It’s simple, the torque makes the object rotate in the opposite direction.
I’ve searched through the web, and couldn’t find the answer, as most people apply torque using float.

Here’s the problem. A cube with a rigidbody, no gravity, is in the scene. I added the following simple code.

void Start()
    {
        gameObject.GetComponent<Rigidbody>().AddTorque(Vector3.up*5);
    }

I thought, considering the right-hand rule, the cube would rotate counter-clockwise, looking from the above. However, it rotates clockwise, looked from the above. The same problem occurs using “AddRelativeTorque” as well.

I asked chatGPT and the suggested reason was

  • coordinate is upside down, which I don’t think so since I did not touch anything with the world coordinate, and linear force works as expected.
  • the asset has reversed coordination, which also is not true since it’s just a vanilla cube.
  • unexpected behavior with the engine is my guess. Either a bug, or something unity-specific that I didn’t know.

Thank you in advance, and I’m sorry if this is a duplicate.

Unity uses left handed coordinates.