Rotates the rigidbody to rotation.
For kinematic rigidbodies it applies friction based on the motion of the rigidbody. This lets you simulate moving / rotating platforms with rigidbodies sitting on top of the elevator. If you want other rigidbodies to interact with the kinematic rigidbody you need to move it in the FixedUpdate function.
var eulerAngleVelocity : Vector3 = Vector3 (0, 100, 0);
function FixedUpdate () {
var deltaRotation : Quaternion = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime);
rigidbody.MoveRotation(rigidbody.rotation * deltaRotation);
}