(Noob Here) Using the Rotation Values in the Transform tab of a Gameobject in a script

I was wondering if there is a way that i can access the rotation values of an object and script and display them as text on the screen of the game? I’m trying to get it so i have to “poles” that you have to rotate so that one of them is parallel to the other static one, once it is, it needs to display some text but I would like to have a live feed of its rotation relative to the other object as well, but i have no clue on how to do this, I’ve attached the code that i came up with for rotating the object below, just in case, its probably pretty ugly. I am very new to this (second week using unity) so I please if you have the answer as much information as you can would be much appreciated.

Thanks :slight_smile:

(I’m not even sure if this is where I’m supposed to post this)

public class Inputs : MonoBehaviour
{
    public float Speed;
    public float RoateSpeed;

    private Rigidbody rb;

    private void FixedUpdate()
    {
        float moveX = Input.GetAxis("Horizontal");
        float moveZ = Input.GetAxis("Vertical");
        float moveY = Input.GetAxis("Jump");
        float RotateY = Input.GetAxis("Rotate Y");
        float RotateX = Input.GetAxis("Rotate X");

     
        Vector3 movement = new Vector3(moveX, moveY, moveZ);

        rb.AddForce(movement * Speed * Speed);

        Vector3 lookhere = new Vector3(RotateY, 0, RotateX);
        transform.Rotate(lookhere, RoateSpeed);
    }

    private void Start()
    {
        rb = GetComponent<Rigidbody>();
    }
    void Update ()
    {
     
    }
}

I’d recommend that you follow some basic tutorials.

But you’d want to make a GUI.Label with as text the EulerAngles of the rotation.

I’ve been slowly going through all the tutorials :slight_smile:
thanks for the help, I’ll have a look