How to add torque to the local rotation of a entity?
This is global:
WheelRigidbody.ApplyTorque(Vector3.UnitX * 10);
This does not work correctly:
WheelRigidbody.ApplyTorque(Vector3.Normalize(WheelEntity.Transform.Rotation.Axis) * 10);
Maybe add 90 degrees. … I can’t solve it.
Background: Car physics.