This method uses the "Constant Force" component to set a contant torque on the rigid body. Angular drag is used to stabilize the rotation to an acceptable speed.
This method sets an initial angular velocity on the rigid body via script. Angular drag is set to zero to make sure that the rotation won't stop.
We add a component "Animator" to a cube. This component plays an animation which modifies the cube's transform. This animation has been created via Unity's curve editor in the Animation Window.
We play a video on the near plane of the camera which represents a spinning cube.
In the update of a C# script attached to the cube we rotate the object.
Using a vertex shader to rotate the cube.
Jennifer - couldnt find a ogg movie on the internet with a spinning cube YET
Drawing via GL utilities a spinning cube.
Using an array of textures representing a spinning cube and using a script to animate them.
Using a sprite to show an animated spinning cube.
Camera animation: rotation around the cube.
In this method we have the cube always looking at an invisble target. This target turns around you via the use of Nav Mesh.
This method simply pushes a request each frame to draw a cube at different rotation.
We replicate the transform over the network via Client-Server.
Created in blender an animated cube. Export to FBX after Rigifying the model.
Simple particle system with only 1 particle, represented by our cube mesh :)
Well... isnt it obvious? Not done yet (and probably never).
Spinning cube viewed from the top but rendered via GUI Text.