# Euler

> Converts an input Euler angle rotation specified as three floats to a Quaternion.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## Euler(float, float, float)

Converts an input Euler angle rotation specified as three floats to a Quaternion.

```csharp
public static Quaternion Euler(float x, float y, float z)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Rotation in degrees around the x-axis.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Rotation in degrees around the y-axis.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Rotation in degrees around the z-axis.

### Returns

| Type                                                                    | Description                                                                                                  |
| ----------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------ |
| [Quaternion](/engine/6000.5/script-reference/unityengine/quaternion.md) | The Euler angle rotation specified by the angles x,y,z converted to a Quaternion. The rotation order is ZXY. |

### Remarks

Returns a rotation that rotates z degrees around the z-axis, x degrees around the x-axis, and y degrees around the y-axis. Rotations are applied in ZXY order. The output is represented as a Quaternion. The rotation direction is counter-clockwise when looking from the origin along the axis of rotation. For more information, refer to [Controlling rotation with the Quaternion class](/engine/6000.5/manual/scripting/programming-math/unity-engine-math/class-quaternion.md).

### Examples

```csharp
using UnityEngine;

public class EulerToQuaternionExample : MonoBehaviour
{
    void Start()
    {
        // A rotation 30 degrees around the y-axis
        Quaternion rotation = Quaternion.Euler(0, 30, 0);
        // apply the rotation to this object
        transform.SetLocalPositionAndRotation(transform.localPosition, rotation);
    }
}
```

## Euler(Vector3)

Converts an input Euler angle rotation specified as a Vector3 to a Quaternion.

```csharp
public static Quaternion Euler(Vector3 euler)
```

### Parameters

**** (\[Vector3]\(/engine/6000.5/script-reference/unityengine/vector3)): The x,y,z vector components of euler represent the input Euler angle rotations in degrees around the corresponding axes.

### Returns

| Type                                                                    | Description                                                                                                                    |
| ----------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ |
| [Quaternion](/engine/6000.5/script-reference/unityengine/quaternion.md) | The Euler angle rotation specified by the angles euler.x,euler.y,euler.z converted to a Quaternion. The rotation order is ZXY. |

### Remarks

Returns a rotation that rotates `euler.z` degrees around the z-axis, `euler.x` degrees around the x-axis, and `euler.y` degrees around the y-axis. Rotations are applied in ZXY order. The output is represented as a Quaternion. For more information, refer to [Controlling rotation with the Quaternion class](/engine/6000.5/manual/scripting/programming-math/unity-engine-math/class-quaternion.md).

### Examples

```csharp
using UnityEngine;

public class EulerToQuaternionExample : MonoBehaviour
{
    void Start()
    {
        // A rotation 30 degrees around the y-axis
        Vector3 rotationVector = new Vector3(0, 30, 0);
        Quaternion rotation = Quaternion.Euler(rotationVector);
        // apply the rotation to this object
        transform.SetLocalPositionAndRotation(transform.localPosition, rotation);
    }
}
```

## Euler(Vector3)

Converts an input Euler angle rotation specified as a Vector3 to a Quaternion.

```csharp
public static Quaternion Euler(in Vector3 euler)
```

### Parameters

**** (\[Vector3]\(/engine/6000.5/script-reference/unityengine/vector3)): The x,y,z vector components of euler represent the input Euler angle rotations in degrees around the corresponding axes.

### Returns

| Type                                                                    | Description                                                                                                                    |
| ----------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ |
| [Quaternion](/engine/6000.5/script-reference/unityengine/quaternion.md) | The Euler angle rotation specified by the angles euler.x,euler.y,euler.z converted to a Quaternion. The rotation order is ZXY. |

### Remarks

Returns a rotation that rotates `euler.z` degrees around the z-axis, `euler.x` degrees around the x-axis, and `euler.y` degrees around the y-axis. Rotations are applied in ZXY order. The output is represented as a Quaternion. For more information, refer to [Controlling rotation with the Quaternion class](/engine/6000.5/manual/scripting/programming-math/unity-engine-math/class-quaternion.md).

### Examples

```csharp
using UnityEngine;

public class EulerToQuaternionExample : MonoBehaviour
{
    void Start()
    {
        // A rotation 30 degrees around the y-axis
        Vector3 rotationVector = new Vector3(0, 30, 0);
        Quaternion rotation = Quaternion.Euler(rotationVector);
        // apply the rotation to this object
        transform.SetLocalPositionAndRotation(transform.localPosition, rotation);
    }
}
```
