I have a quaternion that I want to apply to an object, but I don’t want to rotate in world or self space, instead using another object’s axes, in this case the camera, eg: if the rotation was `Quaternion.Euler(0, 180, 0)`

it would rotate 180 degrees about the camera’s y axis. I can’t see any way to do this, unless it’s applying multiple `RotateAround`

functions around each of the camera’s axes, but that doesn’t seem right. What would be the best way to go about rotating an object relative to another’s axes?

i guess, what you are looking for is this: `public void RotateAround(Vector3 point, Vector3 axis, float angle);`

this is used in your case like this:

```
transform.RotateAround(Camera.main.transform.position,Vector3.up,180);
```