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Rigidbody.AddRelativeTorque

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public function AddRelativeTorque(torque: Vector3, mode: ForceMode = ForceMode.Force): void;
public void AddRelativeTorque(Vector3 torque, ForceMode mode = ForceMode.Force);
public function AddRelativeTorque(torque: Vector3, mode: ForceMode = ForceMode.Force): void;
public void AddRelativeTorque(Vector3 torque, ForceMode mode = ForceMode.Force);

Parameters

torque Torque vector in local coordinates.

Description

Adds a torque to the rigidbody relative to its coordinate system.

Force can be applied only to an active rigidbody. If a GameObject is inactive, AddRelativeTorque has no effect.

Wakes up the Rigidbody by default. If the torque size is zero then the Rigidbody will not be woken up.

See Also: AddTorque, AddRelativeForce.

// Rotate an object around its Y (upward) axis in response to
// left/right controls.
var torque: float;
var rb: Rigidbody;

function Start() { rb = GetComponent.<Rigidbody>(); }

function FixedUpdate() { var turn = Input.GetAxis("Horizontal"); rb.AddRelativeTorque(Vector3.up * torque * turn); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float torque; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void FixedUpdate() { float turn = Input.GetAxis("Horizontal"); rb.AddRelativeTorque(Vector3.up * torque * turn); } }

public function AddRelativeTorque(x: float, y: float, z: float, mode: ForceMode = ForceMode.Force): void;
public void AddRelativeTorque(float x, float y, float z, ForceMode mode = ForceMode.Force);
public function AddRelativeTorque(x: float, y: float, z: float, mode: ForceMode = ForceMode.Force): void;
public void AddRelativeTorque(float x, float y, float z, ForceMode mode = ForceMode.Force);

Parameters

x Size of torque along the local x-axis.
y Size of torque along the local y-axis.
z Size of torque along the local z-axis.

Description

Adds a torque to the rigidbody relative to its coordinate system.

Force can be applied only to an active rigidbody. If a GameObject is inactive, AddRelativeTorque has no effect.

Wakes up the Rigidbody by default. If the torque size is zero then the Rigidbody will not be woken up.