Let S be a Sphere(Prefab) with radius and mass equal to 1, then:
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S.AngularDamping = 0;
S.ApplyImpulse(Vector3.UnitX, -Vector3.UnitZ * M);
And indeed it does, but when magnitude M is small enough (<= 0.1870f in my tests with S centered at origin), it will only spin for a few steps and then stop.
Also, the following alternative had the same issue:
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S.AngularVelocity = new Vector3(0, M, 0); // angular motion will stop after a few frames if M <= 0.264f
