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Unity Engine


Rotate

Applies 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).
Read time 5 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

Rotate(Vector3, Space)

Applies 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).
public void Rotate(Vector3 eulers, Space relativeTo)

Parameters

eulers

The rotation to apply in euler angles.

relativeTo

Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.

Remarks

Use Transform.Rotate to rotate GameObjects in a variety of ways. The rotation is often provided as an Euler angle and not a Quaternion.
You can specify a rotation in world axes or local axes.
World axis rotation uses the coordinate system of the
Scene
, so when you start rotate a GameObject, its x, y, and z axes are aligned with the x, y, and z world axes. So if you rotate a cube in world space, its axes align with the world. When you select a cube in the Unity Editor’s
Scene
view, rotation
Gizmos
appear for the left/right, up/down and forward/back rotation axes. Moving these
Gizmos
rotates the cube around the axes. If you de-select and then re-select the cube, the axes restart in world alignment.
Local rotation uses the coordinate system of the GameObject itself. So, a newly created cube uses its x, y, and z axis set to zero rotation. Rotating the cube updates the rotation axes. If you de-select and the re-select the cube, the axes are shown in the same orientation as before.
TransformRotate1 (Rotate)
A cube not rotated in Local Gizmo Toggle
TransformRotate2 (Rotate)
A cube rotated in Local Gizmo Toggle
TransformRotate3 (Rotate)
A cube not rotated in Global Gizmo Toggle
TransformRotate4 (Rotate)
A cube rotated in Global Gizmo Toggle
For more information on Rotation in Unity, refer to Controlling rotation with the Quaternion class.
Rotate takes a Vector3 argument as an Euler angle. The second argument is the rotation axes, which can be set to local axis (Space.Self) or global axis (Space.World). The rotation is by the Euler amount.

Rotate(Vector3)

Applies 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).
public void Rotate(Vector3 eulers)

Parameters

eulers

The rotation to apply in euler angles.

Remarks

The rotation is relative to the GameObject's local space (Space.Self).

Rotate(float, float, float, Space)

The implementation of this method applies 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).
public void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo)

Parameters

xAngle

Degrees to rotate the GameObject around the X axis.

yAngle

Degrees to rotate the GameObject around the Y axis.

zAngle

Degrees to rotate the GameObject around the Z axis.

relativeTo

Determines whether to rotate the GameObject either locally to the GameObject or relative to the
Scene
in world space.

Remarks

Rotate can have the euler angle specified in 3 floats for x, y, and z.
The example shows two cubes: one cube uses Space.Self (the local space and axes of the GameObject) and the other uses Space.World (the space and axes in relation to the Scene). They are both first rotated 90 in the X axis so they are not aligned with the world axis by default. Use the xAngle, yAngle and zAngle values exposed in the inspector to see how different rotation values apply to both cubes. You might notice the way the cubes visually rotate is dependant on the current orientation and Space option used. Play around with the values while selecting the cubes in the scene view to try to understand how the values interact.

Examples

using UnityEngine;// Transform.Rotate example//// This script creates two different cubes: one red which is rotated using Space.Self; one green which is rotated using Space.World.// Add it onto any GameObject in a scene and hit play to see it run. The rotation is controlled using xAngle, yAngle and zAngle, modifiable on the inspector.public class ExampleScript : MonoBehaviour{ public float xAngle, yAngle, zAngle; private GameObject cube1, cube2; void Awake() { cube1 = GameObject.CreatePrimitive(PrimitiveType.Cube); cube1.transform.position = new Vector3(0.75f, 0.0f, 0.0f); cube1.transform.Rotate(90.0f, 0.0f, 0.0f, Space.Self); cube1.GetComponent<Renderer>().material.color = Color.red; cube1.name = "Self"; cube2 = GameObject.CreatePrimitive(PrimitiveType.Cube); cube2.transform.position = new Vector3(-0.75f, 0.0f, 0.0f); cube2.transform.Rotate(90.0f, 0.0f, 0.0f, Space.World); cube2.GetComponent<Renderer>().material.color = Color.green; cube2.name = "World"; } void Update() { cube1.transform.Rotate(xAngle, yAngle, zAngle, Space.Self); cube2.transform.Rotate(xAngle, yAngle, zAngle, Space.World); }}

Rotate(float, float, float)

The implementation of this method applies 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).
public void Rotate(float xAngle, float yAngle, float zAngle)

Parameters

xAngle

Degrees to rotate the GameObject around the X axis.

yAngle

Degrees to rotate the GameObject around the Y axis.

zAngle

Degrees to rotate the GameObject around the Z axis.

Remarks

The rotation is relative to the GameObject's local space (Space.Self).

Rotate(Vector3, float, Space)

Rotates the object around the given axis by the number of degrees defined by the given angle.
public void Rotate(Vector3 axis, float angle, Space relativeTo)

Parameters

The axis to apply rotation to.

angle

The degrees of rotation to apply.

relativeTo

Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.

Remarks

Rotate has an axis, angle and the local or global parameters. The rotation axis can be in any direction.

Rotate(Vector3, float)

Rotates the object around the given axis by the number of degrees defined by the given angle.
public void Rotate(Vector3 axis, float angle)

Parameters

The axis to apply rotation to.

angle

The degrees of rotation to apply.

Remarks

Rotate has an axis, angle and the local or global parameters. The rotation axis can be in any direction. The rotation is relative to the GameObject's local space (Space.Self).