Rigidbody.AddRelativeTorque Manual     Reference     Scripting  
Scripting > Runtime Classes > Rigidbody
Rigidbody.AddRelativeTorque

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

Description

Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system.

As a result the rigidbody will start spinning around the torque axis.

JavaScript
// Spins the rigidbody around its own y-axis

function FixedUpdate () {
rigidbody.AddRelativeTorque (Vector3.up * 10);
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void FixedUpdate() {
rigidbody.AddRelativeTorque(Vector3.up * 10);
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def FixedUpdate():
rigidbody.AddRelativeTorque((Vector3.up * 10))

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

Description

Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system.

As a result the rigidbody will start spinning around the torque axis.

JavaScript
// Spins the rigidbody around its own y-axis

function FixedUpdate () {
rigidbody.AddRelativeTorque (0, 10, 0);
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void FixedUpdate() {
rigidbody.AddRelativeTorque(0, 10, 0);
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def FixedUpdate():
rigidbody.AddRelativeTorque(0, 10, 0)

If you want to apply a force over several frames you should apply it inside FixedUpdate instead of Update.