Hello,

I want to calculate world-space roation of the object that will be set after rotating it in local-space. Currently that’s what i use, but i think, there should be much better way to find the rotation

```
public float turnAngle;
private Quaternion defaultRotation;
private Quaternion strainedRotation;
void Awake ()
{
defaultRotation = transform.rotation;
Vector3 strainedAngles = transform.localEulerAngles;
strainedAngles.y += turnAngle;
transform.localRotation = Quaternion.Euler(strainedAngles);
strainedRotation = transform.rotation;
transform.rotation = defaultRotation;
}
```

All this stuff in awake with transform i do only to find the strainedRotation, that is acually the defaulRotation that was changed by some degrees( turnAngle) in local-space.

Does anybody know how to calculate that simplier?