Hi All,
Does AddRelativeForce apply it's force at the CG or the (0,0,0) of the rigidbody?
If it claims it will not produce a torque, it has to be at the CG/CM?
A rigidbody is flopping over in turns using a buoyancy script. Trying to see if it is the way I apply force. I have lowered the Center Of Mass below the water line but it still does weird rotations in the first 90 degrees of circle.
// the force is relative to the rb local corrdinate system
bodyToPush.AddRelativeForce( 0.0f, // x : float,
0.0f, // y : float,
force, // z : float,
ForceMode.Force ); // mode : ForceMode = ForceMode.Force) : void
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