x | Rotation in degrees around the x-axis. |
y | Rotation in degrees around the y-axis. |
z | Rotation in degrees around the z-axis. |
Quaternion The Euler angle rotation specified by the angles x,y,z converted to a Quaternion. The rotation order is ZXY.
Converts an input Euler angle rotation specified as three floats to a Quaternion.
Returns a rotation that rotates z degrees around the z-axis, x degrees around the x-axis, and y degrees around the y-axis. Rotations are applied in ZXY order. The output is represented as a Quaternion. For more information, refer to Rotation and Orientation in Unity.
using UnityEngine;
public class EulerToQuaternionExample : MonoBehaviour { void Start() { // A rotation 30 degrees around the y-axis Quaternion rotation = Quaternion.Euler(0, 30, 0); // apply the rotation to this object transform.SetLocalPositionAndRotation(transform.localPosition, rotation); } }
euler | The x,y,z vector components of euler represent the input Euler angle rotations in degrees around the corresponding axes. |
Quaternion The Euler angle rotation specified by the angles euler.x,euler.y,euler.z converted to a Quaternion. The rotation order is ZXY.
Converts an input Euler angle rotation specified as a Vector3 to a Quaternion.
Returns a rotation that rotates euler.z
degrees around the z-axis, euler.x
degrees around the x-axis, and euler.y
degrees around the y-axis. Rotations are applied in ZXY order. The output is represented as a Quaternion. For more information, refer to Rotation and Orientation in Unity.
using UnityEngine;
public class EulerToQuaternionExample : MonoBehaviour { void Start() { // A rotation 30 degrees around the y-axis Vector3 rotationVector = new Vector3(0, 30, 0); Quaternion rotation = Quaternion.Euler(rotationVector); // apply the rotation to this object transform.SetLocalPositionAndRotation(transform.localPosition, rotation); } }