\begin{Verbatim}[commandchars=\\\{\},codes={\catcode`\$=3\catcode`\^=7\catcode`\_=8\relax}] \PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{System.Collections}\PYG{p}{;} \PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{System.Collections.Generic}\PYG{p}{;} \PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{UnityEngine}\PYG{p}{;} \PYG{k}{public}\PYG{+w}{ }\PYG{k}{class}\PYG{+w}{ }\PYG{n+nc}{GameManagerScript}\PYG{+w}{ }\PYG{p}{:}\PYG{+w}{ }\PYG{n}{MonoBehaviour}\PYG{+w}{ }\PYG{p}{\PYGZob{}} \PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{n}{GameObject}\PYG{+w}{ }\PYG{n}{marsObject}\PYG{p}{;} \PYG{+w}{ }\PYG{c+c1}{// Use this for initialization} \PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{Start}\PYG{+w}{ }\PYG{p}{()}\PYG{+w}{ }\PYG{p}{\PYGZob{}} \PYG{+w}{ }\PYG{n}{Camera}\PYG{p}{.}\PYG{n}{main}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{l+m}{100f}\PYG{p}{);} \PYG{+w}{ }\PYG{n}{Camera}\PYG{p}{.}\PYG{n}{main}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{.}\PYG{n}{LookAt}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{marsObject}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{);} \PYG{+w}{ }\PYG{c+c1}{// use the physics engine to rotate Mars} \PYG{+w}{ }\PYG{c+c1}{// before this can run, you need to manually add a rigid body with 0 angular velocity and no gravity in the UI} \PYG{+w}{ }\PYG{n}{marsObject}\PYG{p}{.}\PYG{n}{GetComponent}\PYG{o}{\PYGZlt{}}\PYG{n}{Rigidbody}\PYG{o}{\PYGZgt{}}\PYG{p}{().}\PYG{n}{AddTorque}\PYG{+w}{ }\PYG{p}{(}\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{l+m}{20f}\PYG{p}{,}\PYG{l+m}{0f}\PYG{p}{));} \PYG{+w}{ }\PYG{p}{\PYGZcb{}} \PYG{p}{\PYGZcb{}} \end{Verbatim}