Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Transform.rotation

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var rotation: Quaternion;
public Quaternion rotation;

Description

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); } }