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Transform.localRotation

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public var localRotation: Quaternion;
public Quaternion localRotation;

Description

The rotation of the transform relative to the transform rotation of the parent.

Unity stores rotation as an internal Quaternion. To rotate an object, use Transform.Rotate. Use Transform.localEulerAngles for modifying the rotation as euler angles.

    // Set the rotation to be the same as the parent
    transform.localRotation = Quaternion.identity;
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Example() { transform.localRotation = Quaternion.identity; } }

Another example:

#pragma strict
// Rotate a cylinder around the x and z axes. Switch from one to the other
// when the rotation in the current axis reaches 360 degrees.
public class ExampleScript extends MonoBehaviour {
	private var x: float;
	private var z: float;
	private var rotateX: boolean;
	private var rotationSpeed: float;
	function Start() {
		x = 0.0f;
		z = 0.0f;
		rotateX = true;
		rotationSpeed = 75.0f;
	}
	function FixedUpdate() {
		if (rotateX == true) {
			x += Time.deltaTime * rotationSpeed;
			if (x > 360.0f) {
				x = 0.0f;
				rotateX = false;
			}
		}
		else {
			z += Time.deltaTime * rotationSpeed;
			if (z > 360.0f) {
				z = 0.0f;
				rotateX = true;
			}
		}
		transform.localRotation = Quaternion.Euler(x, 0, z);
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Rotate a cylinder around the x and z axes. Switch from one to the other // when the rotation in the current axis reaches 360 degrees.

public class ExampleScript : MonoBehaviour { private float x; private float z; private bool rotateX; private float rotationSpeed;

void Start() { x = 0.0f; z = 0.0f; rotateX = true; rotationSpeed = 75.0f; }

void FixedUpdate() { if (rotateX == true) { x += Time.deltaTime * rotationSpeed;

if (x > 360.0f) { x = 0.0f; rotateX = false; } } else { z += Time.deltaTime * rotationSpeed;

if (z > 360.0f) { z = 0.0f; rotateX = true; } }

transform.localRotation = Quaternion.Euler(x, 0, z); } }

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