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{var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;


rotation *= Time.deltaTime;
GetComponent.<Rigidbody>().AddRelativeTorque (Vector3.left * rotation);

var xrotation : float = Input.GetAxis ("Vertical") * rotationSpeed;


rotation *= Time.deltaTime;
GetComponent.<Rigidbody>().AddRelativeTorque (Vector3.left * rotation);
}
}

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