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Transform.eulerAngles

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public var eulerAngles: Vector3;
public Vector3 eulerAngles;

Description

The rotation as Euler angles in degrees.

The x, y, and z angles represent a rotation z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis.

Only use this variable to read and set the angles to absolute values. Don't increment them, as it will fail when the angle exceeds 360 degrees. Use Transform.Rotate instead.

// Print the rotation around the global X Axis
print (transform.eulerAngles.x);
// Print the rotation around the global Y Axis
print (transform.eulerAngles.y);
// Print the rotation around the global Z Axis
print (transform.eulerAngles.z);

// Assign an absolute rotation using eulerAngles var yRotation : float = 5.0; function Update () { yRotation += Input.GetAxis("Horizontal"); transform.eulerAngles = Vector3(10, yRotation, 0);

}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float yRotation = 5.0F; void Update() { yRotation += Input.GetAxis("Horizontal"); transform.eulerAngles = new Vector3(10, yRotation, 0); } void Example() { print(transform.eulerAngles.x); print(transform.eulerAngles.y); print(transform.eulerAngles.z); } }

Do not set one of the eulerAngles axis separately (eg. eulerAngles.x = 10; ) since this will lead to drift and undesired rotations. When setting them to a new value set them all at once as shown above. Unity will convert the angles to and from the rotation stored in Transform.rotation.

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