Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
If relativeTo is left out or set to Space.Self the rotation is applied around the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If relativeTo is Space.World the rotation is applied around the world x, y, z axes.
function Update() {
// Slowly rotate the object around its X axis at 1 degree/second.
transform.Rotate(Vector3.right * Time.deltaTime);
// ... at the same time as spinning relative to the global
// Y axis at the same speed.
transform.Rotate(Vector3.up * Time.deltaTime, Space.World);
}
Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order).
If relativeTo is left out or sot to Space.Self the rotation is applied around the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If relativeTo is Space.World the rotation is applied around the world x, y, z axes.
function Update() {
// Slowly rotate the object around its X axis at 1 degree/second.
transform.Rotate(Time.deltaTime, 0, 0);
// ... at the same time as spinning it relative to the global
// Y axis at the same speed.
transform.Rotate(0, Time.deltaTime, 0, Space.World);
}
Rotates the transform around axis by angle degrees.
If relativeTo is left out or set to Space.Self the axis parameter is relative to the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If relativeTo is Space.World the axis parameter is relative to the world x, y, z axes.
function Update() {
// Slowly rotate the object around its X axis at 1 degree/second.
transform.Rotate(Vector3.right, Time.deltaTime);
// ... at the same time as spinning it relative to the global
// Y axis at the same speed.
transform.Rotate(Vector3.up, Time.deltaTime, Space.World);
}