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# Quaternion.eulerAngles

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public var eulerAngles: Vector3;
public Vector3 eulerAngles;

## Description

Returns or sets the euler angle representation of the rotation.

A rotation that rotates euler.z degrees around the z axis, euler.x degrees around the x axis, and euler.y degrees around the y axis (in that order). The euler can be set for, or read from, the quaternion.

```#pragma strict
// eulerAngles
// Generate a cube that has different color on each face.  This shows
// the orientation of the cube as determined by the eulerAngles.
// Update the orientation every 2 seconds.
public class ExampleScript extends MonoBehaviour {
private var quaternion: Quaternion;
private var cube: GameObject;
private var timeCount: float = 0.0f;
function Awake() {
quaternion = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
cube = CreateCube();
}
function Update() {
if (timeCount > 2.0f) {
// the cube. The rotation is a quaternion.
quaternion = Random.rotation;
cube.transform.rotation = quaternion;
timeCount = 0.0f;
}
timeCount = timeCount + Time.deltaTime;
}
function OnGUI() {
var style: GUIStyle = new GUIStyle();
style.fontSize = 24;
// use eulerAngles to show the euler angles of the quaternion
var angles: Vector3 = quaternion.eulerAngles;
GUI.Label(new Rect(10, 10, 0, 0), angles.ToString("F3"), style);
// GUI.Label(new Rect(10,90,250,50), cube.transform.localEulerAngles.ToString("F3"));
}
private function CreateCube() {
// color each side of the cube
var newCube: GameObject = new GameObject("Cube");
minusZ.transform.position = new Vector3(0.0f, 0.0f, -0.5f);
minusZ.GetComponent.<Renderer>().material.color = Color.gray;
minusZ.transform.parent = newCube.transform;
plusZ.transform.position = new Vector3(0.0f, 0.0f, 0.5f);
plusZ.transform.Rotate(new Vector3(0.0f, 180.0f, 0.0f));
plusZ.GetComponent.<Renderer>().material.color = Color.magenta;
plusZ.transform.parent = newCube.transform;
minusX.transform.position = new Vector3(0.5f, 0.0f, 0.0f);
minusX.transform.Rotate(new Vector3(0.0f, 270.0f, 0.0f));
minusX.GetComponent.<Renderer>().material.color = Color.yellow;
minusX.transform.parent = newCube.transform;
plusX.transform.position = new Vector3(-0.5f, 0.0f, 0.0f);
plusX.transform.Rotate(new Vector3(0.0f, 90.0f, 0.0f));
plusX.GetComponent.<Renderer>().material.color = Color.blue;
plusX.transform.parent = newCube.transform;
minusY.transform.position = new Vector3(0.0f, -0.5f, 0.0f);
minusY.transform.Rotate(new Vector3(270.0f, 0.0f, 0.0f));
minusY.GetComponent.<Renderer>().material.color = Color.green;
minusY.transform.parent = newCube.transform;
plusY.transform.position = new Vector3(0.0f, 0.5f, 0.0f);
plusY.transform.Rotate(new Vector3(90.0f, 0.0f, 0.0f));
plusY.GetComponent.<Renderer>().material.color = Color.red;
plusY.transform.parent = newCube.transform;
return newCube;
}
}```
```using UnityEngine;// eulerAngles
// Generate a cube that has different color on each face.  This shows
// the orientation of the cube as determined by the eulerAngles.
// Update the orientation every 2 seconds.public class ExampleScript : MonoBehaviour
{
private Quaternion quaternion;
private GameObject cube;
private float timeCount = 0.0f;    void Awake()
{
quaternion = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
cube = CreateCube();
}    void Update()
{
if (timeCount > 2.0f)
{
// Every two seconds generate a random rotation for
// the cube. The rotation is a quaternion.
quaternion = Random.rotation;
cube.transform.rotation = quaternion;            timeCount = 0.0f;
}        timeCount = timeCount + Time.deltaTime;
}    void OnGUI()
{
GUIStyle style = new GUIStyle();
style.fontSize = 24;        // use eulerAngles to show the euler angles of the quaternion
Vector3 angles = quaternion.eulerAngles;
GUI.Label(new Rect(10, 10, 0, 0), angles.ToString("F3"), style);        // note that localEulerAngles will give the same result
// GUI.Label(new Rect(10,90,250,50), cube.transform.localEulerAngles.ToString("F3"));
}    private GameObject CreateCube()
{
// make a cube from 6 quad game objects.
// color each side of the cube        GameObject newCube = new GameObject("Cube");        GameObject minusZ = GameObject.CreatePrimitive(PrimitiveType.Quad);
minusZ.transform.position = new Vector3(0.0f, 0.0f, -0.5f);
minusZ.GetComponent<Renderer>().material.color = Color.gray;
minusZ.transform.parent = newCube.transform;        GameObject plusZ = GameObject.CreatePrimitive(PrimitiveType.Quad);
plusZ.transform.position = new Vector3(0.0f, 0.0f, 0.5f);
plusZ.transform.Rotate(new Vector3(0.0f, 180.0f, 0.0f));
plusZ.GetComponent<Renderer>().material.color = Color.magenta;
plusZ.transform.parent = newCube.transform;        GameObject minusX = GameObject.CreatePrimitive(PrimitiveType.Quad);
minusX.transform.position = new Vector3(0.5f, 0.0f, 0.0f);
minusX.transform.Rotate(new Vector3(0.0f, 270.0f, 0.0f));
minusX.GetComponent<Renderer>().material.color = Color.yellow;
minusX.transform.parent = newCube.transform;        GameObject plusX = GameObject.CreatePrimitive(PrimitiveType.Quad);
plusX.transform.position = new Vector3(-0.5f, 0.0f, 0.0f);
plusX.transform.Rotate(new Vector3(0.0f, 90.0f, 0.0f));
plusX.GetComponent<Renderer>().material.color = Color.blue;
plusX.transform.parent = newCube.transform;        GameObject minusY = GameObject.CreatePrimitive(PrimitiveType.Quad);
minusY.transform.position = new Vector3(0.0f, -0.5f, 0.0f);
minusY.transform.Rotate(new Vector3(270.0f, 0.0f, 0.0f));
minusY.GetComponent<Renderer>().material.color = Color.green;
minusY.transform.parent = newCube.transform;        GameObject plusY = GameObject.CreatePrimitive(PrimitiveType.Quad);
plusY.transform.position = new Vector3(0.0f, 0.5f, 0.0f);
plusY.transform.Rotate(new Vector3(90.0f, 0.0f, 0.0f));
plusY.GetComponent<Renderer>().material.color = Color.red;
plusY.transform.parent = newCube.transform;        return newCube;
}
}
```