Euler
Converts an input Euler angle rotation specified as three floats to a Quaternion.
Read time 3 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Euler(float, float, float)
Converts an input Euler angle rotation specified as three floats to a Quaternion.
public static Quaternion Euler(float x, float y, float z)
Parameters
Returns
Type | Description |
|---|---|
| Quaternion | 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.
Examples
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.
public static Quaternion Euler(Vector3 euler)
Parameters
The x,y,z vector components of euler represent the input Euler angle rotations in degrees around the corresponding axes.
Returns
Type | Description |
|---|---|
| Quaternion | 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 degrees around the z-axis, degrees around the x-axis, and 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.
euler.zeuler.xeuler.yExamples
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.
public static Quaternion Euler(in Vector3 euler)
Parameters
The x,y,z vector components of euler represent the input Euler angle rotations in degrees around the corresponding axes.
Returns
Type | Description |
|---|---|
| Quaternion | 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 degrees around the z-axis, degrees around the x-axis, and 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.
euler.zeuler.xeuler.yExamples
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); }}