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Question by MediocreGames · Jul 11, 2017 at 05:12 PM · rigidbodyrotatefreezeaddtorque

Rigidbody changes position when I add torque. How do I stop this?

The script on my Rigidbody allows the user to change its position and rotate it (through AddForce and AddTorque, respectively). However, when I rotate it, its position changes which has a notable effect on the game. How do I make sure that the Rigidbody rotates around its center without changing its position at all? I thought about freezing the position, but that would bring the object's velocity to zero, correct?

Upon closer inspection it seems that when I add torque in the x direction is when it moves. Adding a torque in the z direction does not. When the x torque is added, it seems as though the rigidbody rotates around a point outside of itself. I thought that adding torque made it rotate around the object's position. Am I missing something?

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Answer by cstooch · Jul 11, 2017 at 05:26 PM

This might help answer your question:

http://answers.unity3d.com/questions/1035458/why-does-getcomponent-addtorque-ignore-the-pivot-p.html https://docs.unity3d.com/ScriptReference/Rigidbody-centerOfMass.html

You might need to specify the center of mass.

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avatar image MediocreGames · Jul 11, 2017 at 05:30 PM 0
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Thanks! Turns out I had been messing around with the center of mass before (I had set it to 1 unit behind the rigidbody) and totally forgot to set it back after I was done. One of those facepalm moments haha

avatar image cstooch MediocreGames · Jul 11, 2017 at 05:37 PM 0
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Haha, glad to hear you got it working!

avatar image Ady_M MediocreGames · Jul 15, 2017 at 03:49 PM 1
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Also, remember that colliders attached to the children of the Rigid object have an effect on the center of mass.

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