﻿ Unity Script Reference:
Transform.Rotate
Rotate(eulerAngles: Vector3, relativeTo: Space = Space.Self): void;
void Rotate(Vector3 eulerAngles, Space relativeTo = Space.Self);
def Rotate(eulerAngles as Vector3, relativeTo as Space = Space.Self) as void
Description

Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).

If `relativeTo` is left out or set to Space.Self the rotation is applied around the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If `relativeTo` is Space.World the rotation is applied around the world x, y, z axes.
```	function Update() {
// Slowly rotate the object around its X axis at 1 degree/second.
transform.Rotate(Vector3.right * Time.deltaTime);		// ... at the same time as spinning relative to the global
// Y axis at the same speed.
transform.Rotate(Vector3.up * Time.deltaTime, Space.World);
}
```
```using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
void Update() {
transform.Rotate(Vector3.right * Time.deltaTime);
transform.Rotate(Vector3.up * Time.deltaTime, Space.World);
}
}
```
```import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

def Update() as void:
transform.Rotate((Vector3.right * Time.deltaTime))
transform.Rotate((Vector3.up * Time.deltaTime), Space.World)

```
Rotate(xAngle: float, yAngle: float, zAngle: float, relativeTo: Space = Space.Self): void;
void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo = Space.Self);
def Rotate(xAngle as float, yAngle as float, zAngle as float, relativeTo as Space = Space.Self) as void
Description

Applies a rotation of `zAngle` degrees around the z axis, `xAngle` degrees around the x axis, and `yAngle` degrees around the y axis (in that order).

If `relativeTo` is left out or sot to Space.Self the rotation is applied around the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If `relativeTo` is Space.World the rotation is applied around the world x, y, z axes.
```	function Update() {
// Slowly rotate the object around its X axis at 1 degree/second.
transform.Rotate(Time.deltaTime, 0, 0);		// ... at the same time as spinning it relative to the global
// Y axis at the same speed.
transform.Rotate(0, Time.deltaTime, 0, Space.World);
}
```
```using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
void Update() {
transform.Rotate(Time.deltaTime, 0, 0);
transform.Rotate(0, Time.deltaTime, 0, Space.World);
}
}
```
```import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

def Update() as void:
transform.Rotate(Time.deltaTime, 0, 0)
transform.Rotate(0, Time.deltaTime, 0, Space.World)

```
Rotate(axis: Vector3, angle: float, relativeTo: Space = Space.Self): void;
void Rotate(Vector3 axis, float angle, Space relativeTo = Space.Self);
def Rotate(axis as Vector3, angle as float, relativeTo as Space = Space.Self) as void
Description

Rotates the transform around `axis` by `angle` degrees.

If `relativeTo` is left out or set to Space.Self the `axis` parameter is relative to the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If `relativeTo` is Space.World the `axis` parameter is relative to the world x, y, z axes.
```	function Update() {
// Slowly rotate the object around its X axis at 1 degree/second.
transform.Rotate(Vector3.right, Time.deltaTime);		// ... at the same time as spinning it relative to the global
// Y axis at the same speed.
transform.Rotate(Vector3.up, Time.deltaTime, Space.World);
}
```
```using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
void Update() {
transform.Rotate(Vector3.right, Time.deltaTime);
transform.Rotate(Vector3.up, Time.deltaTime, Space.World);
}
}
```
```import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

def Update() as void:
transform.Rotate(Vector3.right, Time.deltaTime)
transform.Rotate(Vector3.up, Time.deltaTime, Space.World)

```