Why does my rigidbody.AddTorque gets "limited" ?

I’m working with a RigidyBody attached to a barrel with a sphere collider, and using my movement script which is like this:

using UnityEngine;
using System.Collections;

public class Movement : MonoBehaviour {
	private Rigidbody rb;
	public float movSpeed, rotSpeed, throttle, turn;

	// Use this for initialization
	void Start () {
		rb = GetComponent<Rigidbody>();
		movSpeed = 25.0f;
		rotSpeed = 15.0f;
	// Update is called once per frame
	void Update () {
		if (Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.DownArrow)) {
			//Slower rotation when idle
			rotSpeed = 12.0f;
		//In air shall it slow down rotation speed ???

		rb.rotation = Quaternion.Euler(0.0f, rb.rotation.eulerAngles.y, rb.rotation.eulerAngles.z);

	void FixedUpdate()
		//Moving with keys
		throttle = Input.GetAxis("Vertical");
		rb.AddTorque(transform.forward * movSpeed * throttle, ForceMode.Acceleration);
		turn = Input.GetAxis("Horizontal") * 1.2f;
		rb.AddTorque(Vector3.up * rotSpeed * 1.6f * turn, ForceMode.Force);

My problem is that, the speed gets limited to a certain amount: 2.5f
What is limiting the speed of my transform ?

Thanks in advance !

Just set Rigidbody.maxAngularVelocity to a greater value. Make sure you read the description carefully :slight_smile: