Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

Quaternion.eulerAngles

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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.

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; } }

Did you find this page useful? Please give it a rating: