no matter what script you use,
function FixedUpdate () {
rigidbody.AddTorque (Vector3.up * 10);
}
or the add relative torque:
function FixedUpdate () {
rigidbody.AddRelativeTorque (Vector3.up * 10);
}
no matter what number you set it to on either script, the rigidbody rotates the same amount?
ie:
function FixedUpdate () {
rigidbody.AddTorque (Vector3.up * 10);
}
would equal:
function FixedUpdate () {
rigidbody.AddTorque (Vector3.up * 10000);
}
in rotation speed?