Can't get eulerAngles to 180,180,180

Hey, I have 3 sliders that control the x, y and z axis of an object. I want to set the eulerAngles of the object to (180,180,180) so that the slider starts off in the middle instead of at the bottom. But it’s as if it resets the rotation to 0 if they’re all 180 so my sliders all start at the bottom.

(180,180,180) is the same as (0,0,0). Try it with your finger pointing out. 180y points to you, 180 x strokes your chin to point away but upside down, and 180 z turns it over.

If you really want them to stay at (180,180,180), don’t ever “pull them out” of the quaternion. Have float x,y,z; be the master vars, change them directly and set Quaternion.Euler(x,y,z) from them, but never look at eulerAngles.x.