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.