eulerAngles | Rotation to apply. |
relativeTo | Rotation is local to object or World. |
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 not specified or set to Space.Self the rotation is applied around the transform's local axes.
If relativeTo
is set to Space.World the rotation is applied around the world x, y, z axes.
using UnityEngine;
public class ExampleClass : MonoBehaviour { void Update() { // Rotate the object around its local X axis at 1 degree per second transform.Rotate(Vector3.right * Time.deltaTime);
// ...also rotate around the World's Y axis transform.Rotate(Vector3.up * Time.deltaTime, Space.World); } }
xAngle | Degrees to rotate around the X axis. |
yAngle | Degrees to rotate around the Y axis. |
zAngle | Degrees to rotate around the Z axis. |
relativeTo | Rotation is local to object or World. |
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 not specified or set to Space.Self the rotation is applied around the transform's local axes.
If relativeTo
is set to Space.World the rotation is applied around the world x, y, z axes.
using UnityEngine;
public class ExampleClass : MonoBehaviour { void Update() { // Rotate the object around its local X axis at 1 degree per second transform.Rotate(Time.deltaTime, 0, 0);
// ...also rotate around the World's Y axis transform.Rotate(0, Time.deltaTime, 0, Space.World); } }
axis | Axis to apply rotation to. |
angle | Degrees to rotation to apply. |
relativeTo | Rotation is local to object or World. |
Rotates the object around axis
by angle
degrees.
If relativeTo
is not specified or set to Space.Self the rotation is applied around the transform's local axes.
If relativeTo
is set to Space.World the rotation is applied around the world x, y, z axes.
using UnityEngine;
public class ExampleClass : MonoBehaviour { void Update() { // Rotate the object around its local X axis at 1 degree per second transform.Rotate(Vector3.right, Time.deltaTime);
// ...also rotate around the World's Y axis transform.Rotate(Vector3.up, Time.deltaTime, Space.World); } }