# Rigidbody has unintended effect, velocity limiter from unknown source

I have made a script that alters a rigidbody's angular velocity. It works well but has one issue, its speed plateaus past a certain point.

Here is the script:

    void Start(){
//Get references.
bat = transform.GetChild (0).gameObject;
rig = bat.GetComponent<Rigidbody> ();
//Initialize variables.
initPos = bat.transform.position;

initAngle = bat.transform.rotation.eulerAngles.y;
if (leftSide) {
maxAngle = bat.transform.rotation.eulerAngles.y - 45;
rig.centerOfMass = bat.transform.localPosition;
} else {
maxAngle = bat.transform.rotation.eulerAngles.y + 45;
rig.centerOfMass = -bat.transform.localPosition;
}
}

void Update(){
if(leftSide){ // True and false does the same but mirrored effect.
if(Input.GetButton ("Left Bat")){// button pressed?
if(bat.transform.rotation.eulerAngles.y > maxAngle){//lower than max angle?(since this is the mirrored version, its rot starts at 180 and turns CCW, thus the '>')
currAngle = -1 * turnSpeed; // then allow turning
} else {// otherwise
currAngle = 0f; //prevent further turning
}
} else {// button not pressed?
if(bat.transform.rotation.eulerAngles.y < initAngle){// greater than resting angle?(same reason as above explanation)
currAngle = 1 * turnSpeed; // then automatically return
} else {//otherwise
currAngle = 0f; //stop returning
bat.transform.rotation = Quaternion.Euler (new Vector3 (bat.transform.rotation.eulerAngles.x, initAngle, bat.transform.rotation.eulerAngles.z));// this statement re-aligns the rotation of the flipper its initial state(instantly) to prevent slight kinks due to inconsistencies.
bat.transform.position = initPos;//turning the flipper for some reason can deviate its own position(slight but cumulative), this returns the flipper to its initial position.
}
}
} else { // default version.
if(Input.GetButton ("Right Bat")){
if(bat.transform.rotation.eulerAngles.y < maxAngle){
currAngle = 1 * turnSpeed;
} else {
currAngle = 0f;
}
} else {
if(bat.transform.rotation.eulerAngles.y > initAngle){
currAngle = -1 * turnSpeed;
} else {
currAngle = 0f;
bat.transform.rotation = Quaternion.Euler (new Vector3 (bat.transform.rotation.eulerAngles.x, initAngle, bat.transform.rotation.eulerAngles.z));
bat.transform.position = initPos;
}
}
}
}

void FixedUpdate(){// rigidbodies should be processed in fixedupdate I think
rig.angularVelocity = new Vector3( 0, currAngle, 0);
}


The issue is, no matter how high a value I enter for the movement part, it doesn't get faster than a specific speed. I tried hardcoding a value instead of changing the variable but it didn't make a difference. If I enter a small value, the movement is slower though.

• How is your damping configured? – DMGregory Mar 14 '18 at 18:09
• How do you mean? the angle limits? Those should be obvious considering the 'maxAngle' & 'initAngle' variables are visibly used. If you mean how I've smoothed the transitions, I haven't there is no other damping. I found this on Rigidbodies digitalopus.ca/site/… It says the clamping is done intentionally by Unity's physics engine as well as it being changeable in the "Physics" window but I can't seem to find anything related to angular velocity. – Aeiou Mar 15 '18 at 14:10

I found that Unity has a limit on the max angular velocity for rigidbodies. This can be overridden individually using rigidbodyRef.maxAngularVelocity