Version: 2019.4
public Quaternion inertiaTensorRotation ;

説明

慣性テンソルの回転角度

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; } }