So I added more of a challenge to my game. The player has to thrust to be able to turn. It seems more realistic this way. First I created a bool called isThrusting inside the movement class, above Start(). Here are my modifications.
void Update()
{
ProcessThrust();
if (isThrusting)
{
ProcessRotation();
}
}
void ProcessThrust()
{
if (Input.GetKey(KeyCode.Space))
{
rb.AddRelativeForce(Vector3.up * mainThrust * Time.deltaTime); //adds forward thrust to the rocket
isThrusting = true;
if (!m_MyAudioSource.isPlaying)
{
m_MyAudioSource.PlayOneShot(mainEngine);
}
}
else
{
m_MyAudioSource.Stop();
isThrusting = false;
}
}