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CloseThe rotation of the inertia tensor.
If you don't set inertia tensor rotation from a script it will be calculated automatically from all colliders attached to the rigidbody.
// Resets the inertia tensor to be the coordinate system of the transform
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void ResetTensor() { GetComponent<Rigidbody>().inertiaTensorRotation = Quaternion.identity; } }