The rotation of the transform in world space stored as a Quaternion.
Unity stores rotations as Quaternions internally. To rotate an object, use Transform.Rotate.
Use Transform.eulerAngles for setting the rotation as euler angles. Transform.rotation will provide or accept the rotation using a Quaternion.
In the example below rotation obtains the orienting cube.
#pragma strict // Tilt the cube using the arrow keys. When the arrow keys are released // the cube will be rotated back to the center using Slerp. public class ExampleScript extends MonoBehaviour { var smooth: float = 5.0f; var tiltAngle: float = 60.0f; function Update() { // Smoothly tilts a transform towards a target rotation. var tiltAroundZ: float = Input.GetAxis("Horizontal") * tiltAngle; var tiltAroundX: float = Input.GetAxis("Vertical") * tiltAngle; var target: Quaternion = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ); // Dampen towards the target rotation transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth); } }
using UnityEngine;
// Tilt the cube using the arrow keys. When the arrow keys are released // the cube will be rotated back to the center using Slerp.
public class ExampleScript : MonoBehaviour { float smooth = 5.0f; float tiltAngle = 60.0f;
void Update() { // Smoothly tilts a transform towards a target rotation. float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle; float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);
// Dampen towards the target rotation transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth); } }
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