Revision Difference
PhysObj:SetInertia#546887
<function name="SetInertia" parent="PhysObj" type="classfunc">
<description>Sets the angular inertia. See <page>PhysObj:GetInertia</page></description>⤶
<description>Sets the angular inertia. See <page>PhysObj:GetInertia</page>.⤶
⤶
<note>This does not affect linear inertia.</note>⤶
</description>⤶
<realm>Shared</realm>
<args>
<arg name="angularInertia" type="Vector">The angular inertia of the object.<br/>
<note>This does not affect linear inertia.</note>⤶
<warning>Setting a value of 0 on any axes makes the physobject go invalid.</warning>⤶
<bug>After changing the inertia of a frozen physics object, upon collision with another entity, it will begin moving with no respect to gravity or world collisions (as if still in a frozen state). This can be worked around by enabling and then disabling the motion of the physics object (<page>PhysObj:EnableMotion</page>)</bug>⤶
</arg>
</args>
</function>