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# Transform.rotation

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public var rotation: Quaternion;
public Quaternion rotation;

## Description

The rotation of the transform in world space stored as a Quaternion.

Unity stores rotations as Quaternions internally. To rotate an object, use Transform.Rotate. Use Transform.eulerAngles for setting the rotation as euler angles. Transform.rotation will provide or accept the rotation using a Quaternion.

In the example below rotation obtains the orientation of the cube. The cube is rotated left-to-right and forward-to-back. Create a project with a single cube at the origin. Attach this script to the cube.

```#pragma strict
// 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;
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;// 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;        Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);        // Dampen towards the target rotation
transform.rotation = Quaternion.Slerp(transform.rotation, target,  Time.deltaTime * smooth);
}
}
```