How do I determine the rotation of the XR unity controller if it is held upright or held facing down

I am trying to determine if my xr controller is held upright or held facing downwards

I have tried “vrhand.transform.rotation.z” which gives me a false value and also “vrhand.transform.eulerAngles.z” which constantly gives me a zero value.

How do I get if the controller is held upright or held facing downwards?

In addition to what jackmw94 said, if you are using the new XR plugin system you can retrieve the direction like this.

UnityEngine.XR.InputDevice handR = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
handR.TryGetFeatureValue(UnityEngine.XR.CommonUsages.deviceRotation, out Quaternion rotR);
direction = rotR * Vector3.forward;

A good way to do this is to find the angle between the direction in which your controller is pointing and the direction in which you’re testing against:

Vector3 transformForward = vrhand.transform.forward;
Vector3 up = Vector3.up;
float degreesFromUp = Vector3.Angle(transformForward, up);
if ( degreesFromUp < 10f )
{
    // is pointing up
}

The 10f is an arbitrary value, a smaller value will mean you have to be closer to pointing directly up to pass the check whereas a greater value will result in a more relaxed check.