Transform.Rotate
Rotate(eulerAngles: Vector3, relativeTo: Space = Space.Self): void;
Description

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); }
Rotate(xAngle: float, yAngle: float, zAngle: float, relativeTo: Space = Space.Self): void;
Description

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); }
Rotate(axis: Vector3, angle: float, relativeTo: Space = Space.Self): void;
Description

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); }