local tsf = entity.transform local body = entity.rigidbody inair = true ready = false function on_grounded(force) tsf:set_rot(mat4.rotate({0, 1, 0}, math.random()*360)) inair = false ready = true end function on_fall() inair = true end function on_trigger_enter(index, oid) if ready then entity:despawn() end end function on_update() if inair then tsf:set_rot(mat4.rotate(tsf:get_rot(), {0, 1, 0}, math.random()*12)) tsf:set_rot(mat4.rotate(tsf:get_rot(), {0, 0, 1}, math.random()*12)) end end