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Question by NPS · Dec 23, 2013 at 11:38 PM · rotationcollisionphysicsrigidbodycollider

Rigidbody doesn't rotate after collision

I'm new to Unity physics and I've created a test scene where I have an object (a car model) with a collider and a rigidbody, and another object (an obstacle, also with a collider) positioned below the car (the latter hovers in the air at the start of the scene). The obstacle isn't placed centrally below the car but a little to the side so that when I play the scene and the car falls down it should collide with the obstacle, bounce off of it and rotate.

In fact, it does fall, it does bounce off (or at least slide on the side of the obstacle :P) but it never rotates (it's up vector stays up). I don't know why it works that way, probably I setup somet$$anonymous$$ng wrongly. I've tried both box collider and mesh collider for the car object. The obstacle is unity primitive capsule.

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avatar image CypherGames · Dec 24, 2013 at 12:54 AM 0
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avatar image NPS · Dec 24, 2013 at 11:51 AM 0
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avatar image Archon III · Dec 25, 2013 at 05:32 PM 0
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Answer by NPS · Dec 25, 2013 at 08:01 PM

Well, t$$anonymous$$s is embarassing. I've just found out the culprit was my own script (it messed with the car's rotation). I'm posting t$$anonymous$$s as an answer as t$$anonymous$$s is what solved my problem (fixing the script) but I know it's just realizing my own mistake. :P

Thanks everyone for taking time to try to help me.

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Answer by PlasmaByte · Dec 24, 2013 at 12:55 AM

Under the rigidbody component in the inspector you have the option to freeze rotation. Is t$$anonymous$$s checked?

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avatar image NPS · Dec 24, 2013 at 02:11 AM 0
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Answer by luckruns0ut · Dec 24, 2013 at 01:05 PM

I'm assuming t$$anonymous$$s is because there is no physics material on either object so the rigidbody doesn't flip since there is little friction... Have you tried adding them?

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