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Question by Excelerator · Jan 28, 2015 at 12:26 PM · rotationrigidbodyvelocityangular

How to make rigidbody rotation more unstoppable

I know this is a very odd kind of crazy question, but I was wondering if anyone else could figure this out as it has me stumped. I was wondering how I could dampen the fluctuation of the angular velocity of a rigidbody.

It would need to be controlled by a float you could change on the fly. For an example, it might work something like this: 0 = no effect at all on the simulation 0.5 = somewhere in between 1 = rigidbody continues rotating regardless of what's forcing against it's rotation

The thing that makes this difficult is there's no set scenario. You throw a box out randomly into a scene. It rolls around and collides... nothing to determine specifically what it should do.

I'm hoping there's some magical math trick that just makes this work, but if you have no solution, I'm definitely open to hear guesses.

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avatar image sniper43 · Jan 28, 2015 at 01:37 PM 0
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If you script it to rotate it should rotate regardless of what object blocks it.

Having angular drag at 0 removes all over time simulated forces on rotation. It will still collide and change it's rotation based on what it collides with.

If you want your rigibody to have a larger presence realtive to otehr rigidbodeis, increase mass to an obscenely high number.

avatar image Excelerator · Jan 28, 2015 at 01:59 PM 0
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I tried increasing the mass. It just simulated like normal.. didn't rotate any differently against a mesh collider. That's the hard part is there's no shortcut like just set the angular velocity to 5 (or whatever). The idea is to seamlessly translate from being simulated naturally to an unnatural state where the rigidbody magically has perpetual kinetic energy in it's rotation (a rotation that continues from the angular velocity found in the original simulation).

avatar image sniper43 · Jan 29, 2015 at 12:04 PM 0
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Non rigidbody colliders are basically infinite mass infinite drag. Any kind of rigidbody thrown at a static object will give way.

Try to use AddTorque for the rotation tho.

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