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Transform.rotation

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public var rotation: Quaternion;
public Quaternion rotation;

Description

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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