public override void OnFixedUpdate()
{
Rigidbody myRigidbody = _myAvatar.myRigidbody;
float rotSpeed = _myAvatar.rotSpeed;
myRigidbody.velocity = cacheVel;
Vector3 angChange = cacheAngVel;
// Clamp drag value for some momentum on gradual stopping
Vector3 dragChange = -myRigidbody.angularVelocity;
if (dragChange.magnitude > rotSpeed)
dragChange = dragChange.normalized * rotSpeed;
myRigidbody.AddRelativeTorque(angChange, ForceMode.VelocityChange);
myRigidbody.AddTorque(dragChange, ForceMode.VelocityChange);
}