Version: Unity 6.1 Beta (6000.1)
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Quaternion.Euler

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Declaration

public static Quaternion Euler(float x, float y, float z);

Parameters

x Rotation in degrees around the x-axis.
y Rotation in degrees around the y-axis.
z Rotation in degrees around the z-axis.

Returns

Quaternion The Euler angle rotation specified by the angles x,y,z converted to a Quaternion. The rotation order is ZXY.

Description

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); } }

Declaration

public static Quaternion Euler(Vector3 euler);

Parameters

euler The x,y,z vector components of euler represent the input Euler angle rotations in degrees around the corresponding axes.

Returns

Quaternion The Euler angle rotation specified by the angles euler.x,euler.y,euler.z converted to a Quaternion. The rotation order is ZXY.

Description

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); } }