I have a RigidBody object, impacting against another. After the collision I leave the RigidBody free spinning for a while(2s).
Afterwards I start correcting the Angular velocity so that when it stops it does in a specific target rotation.
I am doing this corrections in the FixedUpdate() call.
I observe 2 things which are breaking the algorithm:
When set a specific speed Vx, given the friction I expect on the next FixedUpdate() this Vx to be lower. But it happens to be higher.
Even forcing Vx to 0, if there is a speed in Vy or Vz, Vx does not stick to 0, but something close to 0.
Then like there is still some inertia movement inherited… which I need to get rid off.
There is an API which I am missing, I am not making the corrections in the correct place(FixedUpdate?)… or there is any physics effects that I am missing.
How should I go if I want to avoid these two effects?