Below is the code that I have been using:

using UnityEngine;

using System.Collections;

public class discRotate : MonoBehaviour {

```
public float rotationSpeed;
private Vector3 euler;
// Use this for initialization
void Start ()
{
rotationSpeed = 60;
euler = transform.eulerAngles;
}
// Update is called once per frame
void Update ()
{
//rotate mathematically about axis:
euler.z = ( euler.z + rotationSpeed * Time.deltaTime ) % 360;
//update object rotation:
//transform.EulerAngles = euler;
transform.localEulerAngles = euler;
}
```

}

No matter what axis I try the plane will always rotate in a direction that brings it in and out of visibility. Rotating along the Y-axis (this axis is pointed straight at the camera) should give me what I am looking for but changing that value is the same as changing the Z-axis when I run it.

HELP!