Transform.Rotatefunction Rotate (eulerAngles : Vector3, relativeTo : Space = Space.Self) : voidDescriptionApplies 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 left out or set to Space.Self the rotation is applied around the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If relativeTo is Space.World the rotation is applied around the world x, y, z axes.
JavaScripts
function Update() {
// Slowly rotate the object around its X axis at 1 degree/second. transform.Rotate(Vector3.right * Time.deltaTime); // ... at the same time as spinning relative to the global // Y axis at the same speed. transform.Rotate(Vector3.up * Time.deltaTime, Space.World); } using UnityEngine;
using System.Collections; public class example : MonoBehaviour { void Update() { transform.Rotate(Vector3.right * Time.deltaTime); transform.Rotate(Vector3.up * Time.deltaTime, Space.World); } } import UnityEngine
import System.Collections class example(MonoBehaviour): def Update(): transform.Rotate((Vector3.right * Time.deltaTime)) transform.Rotate((Vector3.up * Time.deltaTime), Space.World) function Rotate (xAngle : float, yAngle : float, zAngle : float, relativeTo : Space = Space.Self) : voidDescriptionApplies 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 left out or sot to Space.Self the rotation is applied around the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If relativeTo is Space.World the rotation is applied around the world x, y, z axes.
JavaScripts
function Update() {
// Slowly rotate the object around its X axis at 1 degree/second. transform.Rotate(Time.deltaTime, 0, 0); // ... at the same time as spinning it relative to the global // Y axis at the same speed. transform.Rotate(0, Time.deltaTime, 0, Space.World); } using UnityEngine;
using System.Collections; public class example : MonoBehaviour { void Update() { transform.Rotate(Time.deltaTime, 0, 0); transform.Rotate(0, Time.deltaTime, 0, Space.World); } } import UnityEngine
import System.Collections class example(MonoBehaviour): def Update(): transform.Rotate(Time.deltaTime, 0, 0) transform.Rotate(0, Time.deltaTime, 0, Space.World) function Rotate (axis : Vector3, angle : float, relativeTo : Space = Space.Self) : voidDescriptionRotates the transform around axis by angle degrees. If relativeTo is left out or set to Space.Self the axis parameter is relative to the transform's local axes. (The x, y and z axes shown when selecting the object inside the Scene View.) If relativeTo is Space.World the axis parameter is relative to the world x, y, z axes.
JavaScripts
function Update() {
// Slowly rotate the object around its X axis at 1 degree/second. transform.Rotate(Vector3.right, Time.deltaTime); // ... at the same time as spinning it relative to the global // Y axis at the same speed. transform.Rotate(Vector3.up, Time.deltaTime, Space.World); } using UnityEngine;
using System.Collections; public class example : MonoBehaviour { void Update() { transform.Rotate(Vector3.right, Time.deltaTime); transform.Rotate(Vector3.up, Time.deltaTime, Space.World); } } import UnityEngine
import System.Collections class example(MonoBehaviour): def Update(): transform.Rotate(Vector3.right, Time.deltaTime) transform.Rotate(Vector3.up, Time.deltaTime, Space.World) |
