Hello @ben,
I have noticed that for this part of the code:
private void RotateManually(float rotationThisFrame) { rigidBody.freezeRotation = true; // take manual control of rotation transform.Rotate(Vector3.forward * rotationThisFrame); rigidBody.freezeRotation = false; // resume physics control of rotation }
As soon as i enter play mode, the “Freeze Rotation” constraits will untick, and if the rocket will collide will spin like crazy.
Do you have any idea what would fix this?
Thank you!