Whats the difference between:
rotation_ += angular_velocity_ x Time.deltaTime;
rb_.rotation = Quaternion.Euler(new Vector3(rotation_.x, rotation_.y, rotation_.z));
and
rb_.angularVelocity = angular_velocity_ x Time.deltaTime;
With my limited physics experience it seems the same? However the results are different, and the second one yields the right result. Why is this? and how can I use the first method correctly? Assume that I need to set rotation explicitly. Thanks for your help!
Edit: sorry about the repeated title, first time posting messed up the formatting
@zacharytay1994 doing rb_.rotation is getting the object to spin at a fixed rate… think of it like 5 degrees, 5 degrees, 5 degrees. while using the other method, you are compounding the speed of the angular change.
So using rb_.angularVelocity is getting the object to spin at a compounding rate… think of it like 5 degrees, 10 degrees, 15 degrees.
If your goal is to make a wheel, you would want to use rb_.angularVelocity, because you are adding speed to the wheel, not directly setting the angle of it.