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# Transform.rotation

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public var rotation: Quaternion;
public Quaternion rotation;

## Description

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.