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;
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Example() {
transform.rotation = Quaternion.identity;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Example():
transform.rotation = Quaternion.identity
// 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);;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public float smooth = 2.0F;
public float tiltAngle = 30.0F;
void Update() {
float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;
float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);
transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public smooth as single = 2.0F
public tiltAngle as single = 30.0F
def Update():
tiltAroundZ as single = (Input.GetAxis('Horizontal') * tiltAngle)
tiltAroundX as single = (Input.GetAxis('Vertical') * tiltAngle)
target as Quaternion = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ)
transform.rotation = Quaternion.Slerp(transform.rotation, target, (Time.deltaTime * smooth))