Legacy Documentation: Version 5.2
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Transform.Rotate

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public function Rotate(eulerAngles: Vector3, relativeTo: Space = Space.Self): void;
public void Rotate(Vector3 eulerAngles, Space relativeTo = Space.Self);
public function Rotate(eulerAngles: Vector3, relativeTo: Space = Space.Self): void;
public void Rotate(Vector3 eulerAngles, Space relativeTo = Space.Self);

Parameters

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); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { transform.Rotate(Vector3.right * Time.deltaTime); transform.Rotate(Vector3.up * Time.deltaTime, Space.World); } }

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

Parameters

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); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { transform.Rotate(Time.deltaTime, 0, 0); transform.Rotate(0, Time.deltaTime, 0, Space.World); } }

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

Parameters

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); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { transform.Rotate(Vector3.right, Time.deltaTime); transform.Rotate(Vector3.up, Time.deltaTime, Space.World); } }