La rotación del transform en el espacio del mundo almacenada como Quaternion.
Unity stores rotations as Quaternions internally. To rotate an object, use Transform.Rotate.
Use Transform.eulerAngles for setting the rotation as euler angles. Transform.rotation will provide or accept the rotation using a Quaternion.
In the example below rotation obtains the orienting cube.
using UnityEngine;
// Tilt the cube using the arrow keys. When the arrow keys are released // the cube will be rotated back to the center using Slerp.
public class ExampleScript : MonoBehaviour { float smooth = 5.0f; float tiltAngle = 60.0f;
void Update() { // Smoothly tilts a transform towards a target rotation. float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle; float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);
// Dampen towards the target rotation transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth); } }