RigidBody2D with set_applied_torque does not rotate

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By Tetane
:warning: Old Version Published before Godot 3 was released.

Hi,

I want to do a top view 2d race car game (like Micro Machines on Sega MegaDrive).
The car is a RigidBody2D and I use set_applied_force to make it move, I also want to use set_applied_torque to make it turn, but it does not do anything.
My RigidBody2D is in rigid mode so it should allow rotation and it works when I use set_angular_velocity.
I also tried with various value of angular damp.

Why would set_applied_torque not rotate my RigidBody2D ?

Maybe there is a better way to make the physic of a car (this is the first time I try to make this).

:bust_in_silhouette: Reply From: Tetane

I finally found the answer concerning set_applied_torque not working on my RigidBody2D.

Apparently the function set_applied_torque only works if there is a collision shape as a child of the RigidBody2D. ( A rigidbody without a collisionobject 2d does not react to torque · Issue #4439 · godotengine/godot · GitHub )
After adding the collision shape it works just fine.

In addition, the larger the collision shape, the slower the torque movement. This is strange.

luislodosm | 2021-02-11 22:23