title: Should I use a Unity RigidBody for my rolling sphere player?
body: <p>I'm just starting with Unity/C# but I've done some programming before. I've created a very basic prototype; a scene with some platforms at the same depth and my "player" is a sphere object. It's instantiated at runtime by a custom player controller script and I've implemented gravity, acceleration, a "rolling effect" (rotating the sphere on the z-axis using eulerAngles) and collision detection with the platforms by using Rays/RayCast, in a player physics object attached to the player. </p>
  
  <p>Would I have been better off just using a RigidBody on the sphere, applying a torque to the ball when the player moves right/left and letting Unity handle its rolling/movement? Is there any reason not to use a RigidBody? (Or have I just wasted an evening?:))</p>