// Start is called before the first frame update void Start() { radius = transform.localScale.x / 2; //calculo of inertia rotational sphere float inert = 0.4f * mass * (radius * radius); inertia = new Vector3(inert, inert, inert); myQ = new myQuaternion(); }
// Start is called before the first frame update void Start() { radius = transform.localScale.x / 2.0f; angularVelocity *= Mathf.Deg2Rad; myQ = new myQuaternion(); }