AngularVelocity
AngularVelocity : Constraint
Overview
A physics constraint instance used to rotate an Object at a constant angular velocity.
The reference for the angular velocity depends on whether the RelativeTo property is set to World or Attachment.
Properties
AngularVelocity
Vector3
Sets the angular velocity.
Code Samples
local Part = script.Parent
local Attachment = Part.Attachment
local AngularVelocity = Instance.new("AngularVelocity")
AngularVelocity.Attachment0 = Attachment
AngularVelocity.AngularVelocity = Vector3.new(0, 3, 0)
AngularVelocity.MaxTorque = 1000
AngularVelocity.RelativeTo = Enum.ActuatorRelativeTo.World
AngularVelocity.Parent = Part
MaxTorque
number
Sets the maximum torque (rotational force) allowed during rotation.
Code Samples
local AngularVelocity = script.Parent
AngularVelocity.MaxTorque = 10
ReactionTorqueEnabled
bool
Sets whether a reaction torque is applied when angular velocity is applied.
This property only works when RelativeTo property is set to Attachment1, applying equal and opposite torque to connected Parts when enabled.
Code Samples
RelativeTo
Enum.ActuatorRelativeTo
Sets the reference coordinate system for applying force.
World: The angular velocity vector is used as is.
Attachment0: The angular velocity vector is transformed relative to Attachment0's CFrame (not recommended).
Attachment1: The angular velocity vector is transformed relative to Attachment1's CFrame.
Setting RelativeTo to Attachment0 is possible but may cause abnormal physics behavior, as AngularVelocity is designed to apply torque to Attachment1.
Using Attachment0 as the reference can swap the reference point and force application targets, leading to unexpected rotation, unstable movement, or physics errors like collisions.
Code Samples
local AngularVelocity = script.Parent
AngularVelocity.RelativeTo = Enum.ActuatorRelativeTo.World
Methods
Events
See also
PhysicsLast updated