The rotation as Euler angles in degrees relative to the parent transform's rotation.
The x, y, and z angles represent a rotation z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).
Only use this variable to read and set the angles to absolute values. Don't increment them, as it will fail when the angle exceeds 360 degrees. Use Transform.Rotate instead.
// Print the rotation around the parent's X Axis
print (transform.localEulerAngles.x);
// Print the rotation around the parent's Y Axis
print (transform.localEulerAngles.y);
// Print the rotation around the parent's Z Axis
print (transform.localEulerAngles.z);
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Example() {
print(transform.localEulerAngles.x);
print(transform.localEulerAngles.y);
print(transform.localEulerAngles.z);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Example():
print(transform.localEulerAngles.x)
print(transform.localEulerAngles.y)
print(transform.localEulerAngles.z)