So apparently if I rotate a sphere and I try to add force forward, the forward vector isn’t pointing forward anymore so the force gets added in the wrong direction.
I tried using this to rotate the forward vector and put it in the right direction, but no success:
Vector3 perf = transform.forward * 5;
perf = transform.rotation * perf;
rigidbody.AddForce(perf
How should I handle this?