This is (hopefully) a simple question that should avoid me asking a more complex question. This is in Unity (2D) but hopefully this is a general physics principle I am not getting.
I am applying a torque to a 2D object. The object has a scale of 1, a RigidBody2D with a mass of 1 and no angular drag or undergoing gravity. It is a CircleCollider2D with a radius of 1. There is nothing else attached to the object.
In the following code I apply a torque of Pi for one second. In linear motion (and from my understanding of torque) I would expect the angular velocity, after one second, to be Pi (or 180deg/s). However, running this code and printing out the speed at t=1.0, the speed is 90deg/s.
void FixedUpdate()
{
if (time < 1.0f)
{
rigidbody2D.AddTorque(Mathf.PI);
}
}
This is consistent, applying a torque of 2Pi gives me a velocity of 1Pi after the time. Where is this factor of 2 coming from?