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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.
// Reset the world rotation
transform.rotation = Quaternion.identity;
Another Example
// Smoothly tilts a transform towards a target rotation.
var smooth = 2.0;
var tiltAngle = 30.0;
function Update () {
var tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;
var tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
var target = Quaternion.Euler (tiltAroundX, 0, tiltAroundZ);
// Dampen towards the target rotation
transform.rotation = Quaternion.Slerp(transform.rotation, target,
Time.deltaTime * smooth);;
}