How use the rotation of a public transform as a quaternion

I am making a multiplayer topdown shooter, and when I was violently forcing my script to fit multiplayer I saw i needed to use PhotonNetwork.Instantiate, but that makes it so I need to use quaternion. I am spawning the bullets from a public transform, and i cant figure out how to convert a public transform rotation to quaternion, or any other way to do this with PotonNetwork.Instantiate .

void Fire()
    PhotonNetwork.Instantiate(, new Vector2(firePoint.transform.position.x, 
     firePoint.transform.position.y), Quaternion.identity, 0)

thanks in advance.

A transform’s rotation value is already a quaternion. So, transform.rotation is a quaternion. But you can convert it to euler notation with .eulerAngles, you can convert euler to quaternion with the static Euler method of Quaternion. Here is an example of both:

 //convert rotation to euler
 Vector3 eulerRotation = transform.rotation.eulerAngles;
 //convert back to quaternion 
 Quaternion quaternionRotation = Quaternion.Euler(eulerRotation);
 //Create a new quaternion from euler rotation
 Quaternion newRotation = Quaternion.Euler(new Vector3(17,39,5));