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CloseThe 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 ExampleClass : MonoBehaviour { void Example() { print(transform.localEulerAngles.x); print(transform.localEulerAngles.y); print(transform.localEulerAngles.z); } }
Unity automatically converts the angles to and from the rotation stored in Transform.localRotation.