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 ExampleClass : MonoBehaviour { void Example() { 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); }
using UnityEngine; using System.Collections;
public class ExampleClass : 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); } }