The rotations performed by Quaternion.Euler are performed in the following order:
Z
X
Y
A simple way to perform rotations in any order you want is to combine multiple calls. So if you want to rotate around the Y axis, and then around the X axis you can make your quaternion like so:
From your comments on the other answer i seems you are not interested to set the rotation to an absolute value but to perform a relative rotation. In this case you can simply do:
I´ve tried different options to turn my object in any angles in world space:
set the rotation to
Quaternion.identity and turn it then
in the quaternion order: Z,X,Y
set the rotation to Quaternion.identity and turn it with
translate.Rotate(Vector3,
space.world)
rotate it like Bunny83 told in his answer
But with all the solutions I don´t get the correct rotation in world space of my object. I think the problem itself is very simple and a general one, I can´t belief that there is no standard solution.