I want to apply torque directly instead of doing apply_torque_impulse(). It is possible to do with Linear velocity state.linear_velocity.x += 10 but I don't see an option to do it with torque.
apply_torque_impulse()
state.linear_velocity.x += 10
Try; state.angular_velocity = 5
state.angular_velocity = 5
I tried that but it seems to add a bounce effect to movement.
Maybe your object's center of mass is off and is rotating about that?
How would I check that?
It sounds like you have to manually arrange the collision shapes around the origin - there's a post about it : https://godotengine.org/qa/49532/how-to-define-center-of-mass-of-an-object
Alright, I figured it out, I had the angular_velocity set too high.
angular_velocity