Transform.rotation
var rotation: Quaternion;
Description

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);;
	}