A quaternion that stores the rotation of the Transform in world space.
Transform.rotation stores a quaternion. You can use rotation to rotate a GameObject or provide the current rotation. Do not attempt to edit/modify rotation. Transform.rotation is less than 180 degrees.
Transform.rotation has no gimbal lock.
To rotate a Transform, use Transform.Rotate, which uses Euler Angles.
#pragma strict // Transform.rotation example. // Rotate a GameObject using a Quaternion. // 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; // Rotate the cube by converting the angles into a quaternion. 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;
// Transform.rotation example.
// Rotate a GameObject using a Quaternion. // 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;
// Rotate the cube by converting the angles into a quaternion. Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);
// Dampen towards the target rotation transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth); } }
In the above example, the rotation is described by a quaternion. For more advice, see Rotation and Orientation in Unity.