Modifying eulerAngles with slider issues (c#)

I’m using a slider to rotate an object on the z axis. The slider has a value of 1-360 (Whole Numbers); when the slider is moved, I use that value for the eulerAngles z axis value. (NOTE: The object is part of a child/parent ‘string’ of objects and it should only ever rotate on the local z axis). This method is working for some objects in the ‘string’, but not others. When it’s not working, the object I’m trying to rotate spins wildly on the z axis because the objects z value is not a reflection of the slider value (I tested this in the inspector). I can’t figure where these ‘random’ slider values are coming from.

Here is the rotation function I’m using for the sliders On Value Change event:

public void SliderRotate () {
	Target.transform.eulerAngles = new Vector3(
		Target.transform.eulerAngles.x,
		Target.transform.eulerAngles.y,
		mySlider.GetComponent<Slider> ().value);
}

BTW - If I change the x and y values to zero, the problem goes away. However, the objects then loose their correct orientation to their parent (I need the x and y to stay where they are).

Thanks in advance for any insight you can offer into this issue.

Windows -
Unity 5.3.5f1

Maybe Target.transform.localRotation.eulerAngles will do the trick?

After a lot of pain, the answer turned out to be simple: Instead of using “eulerAngles”, I needed to use “localEulerAngles”:

 public void SliderRotate () {
     Target.transform.localEulerAngles = new Vector3(
         Target.transform.localEulerAngles.x,
         Target.transform.localEulerAngles.y,
         mySlider.GetComponent<Slider> ().value);
 }