Version: 2018.4
LanguageEnglish
  • C#

Transform.rotation

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

Switch to Manual
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.

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.