Calculating world rotation

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?

It’s simply : strainedRotation = transform.rotation * Quaternion.Euler( 0, turnAngle, 0 );