I like using euler angles, but in Unity it seems objects must always be set to rotate around the x, then y, then z axis (or is it z, y, x?).
I would like to be able to build up a transform from multiple euler transforms or individual axis rotations.
In DirectX you can build up a rotation/transformation matrix with functions like Matrix.RotateX/Y/Z - calling them in any order desired.
Is there any equivalent in Unity or must you create Quaternions and multiply them together instead?

Edit: Is this the best option? Quaternion.Euler(-60, 0, 0) * Quaternion.Euler(0, 90, 0) * etc

You might also be able to achieve the same thing by setting the rotation to identity and then calling Transform.Rotate() three times with the appropriate angles, and with the ‘space’ argument set to ‘World’. But, I haven’t tried that method myself.