A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://docs.unity3d.com/Manual/sprite/../../ScriptReference/Transform-localRotation.html below:

Unity - Scripting API: Transform.localRotation

Transform.localRotation 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 Your name Your email Suggestion*

Cancel

Switch to Manual Description

The rotation of the transform relative to the transform rotation of the parent.

Unity stores rotations as Quaternions internally. To rotate an object, use Transform.Rotate. Use Transform.localEulerAngles for modifying the rotation as euler angles.

Another example:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Rotate a cylinder around the x and z axes. Switch from one to the other // when the rotation in the current axis reaches 360 degrees.

public class ExampleScript : MonoBehaviour { private float x; private float z; private bool rotateX; private float rotationSpeed;

void Start() { x = 0.0f; z = 0.0f; rotateX = true; rotationSpeed = 75.0f; }

void FixedUpdate() { if (rotateX == true) { x += Time.deltaTime * rotationSpeed;

if (x > 360.0f) { x = 0.0f; rotateX = false; } } else { z += Time.deltaTime * rotationSpeed;

if (z > 360.0f) { z = 0.0f; rotateX = true; } }

transform.localRotation = Quaternion.Euler(x, 0, z); } }


RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4