Transform.rotationvar rotation : QuaternionDescriptionThe 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.
JavaScripts
using UnityEngine;
using System.Collections; public class example : MonoBehaviour { void Awake() { transform.rotation = Quaternion.identity; } } import UnityEngine
import System.Collections class example(MonoBehaviour): def Awake(): transform.rotation = Quaternion.identity Another Example
JavaScripts
// 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 example : 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); } } import UnityEngine
import System.Collections class example(MonoBehaviour): public smooth as single = 2.0F public tiltAngle as single = 30.0F def Update(): tiltAroundZ as single = (Input.GetAxis('Horizontal') * tiltAngle) tiltAroundX as single = (Input.GetAxis('Vertical') * tiltAngle) target as Quaternion = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ) transform.rotation = Quaternion.Slerp(transform.rotation, target, (Time.deltaTime * smooth)) |
