How do I check a rigidbody's rotation? Help with the madness

Once a rigidbody turns around a path 180 degrees, I want it to straighten it’s wheels. How do I check the rotation of my rigidbody? I know it’s with rigibody.rotation, but Quaternions are involved and I just don’t understand that stuff.

Anyone able to help?

Thanks,

Fred

Use:

transform.eulerAngles

Euler angles are the degrees you are referring to. Examples:

If you need an object at 180 degrees around the world’s Y axis:

transform.eulerAngles = new Vector3(0,180,0);

If you need an object at 180 degrees around the local transform’s Y axis:

transform.localEulerAngles = new Vector3(0,180,0);

And:

if ( transform.eulerAngles.y >= 180 )
  StraightenWheel()

Looks perfect! Thanks a lot! I’ll report back with my findings.