rotating a cube to a specific side

hi, i’m just picking up unity and i need to get a cube to rotate so that a specific side is facing the camera. (and to be able to rotate to each of the 6 sides)

i’m completely new to 3d math and don’t understand what it’s doing. about all i know is that i’m doing it wrong. does it use radians or something? not sure why 0.71 looks like 90 degrees…

var currentSide = 0;
private var toX = 0.0;
private var toY = 0.0;
private var toZ = 0.0;

function Update () {
switch(currentSide){
case 0:
toX = 0.0;
toY = 0.0;
toZ = 0.0;
break;
case 1:
toX = 0.71;
toY = 0.71;
toZ = 0.0;
break;
case 2:
toX = 2.0;
toY = 0.0;
toZ = 0.0;
break;
case 3:
toX = 3.0;
toY = 0.0;
toZ = 0.0;
break;
case 4:
toX = 0.0;
toY = 1.0;
toZ = 0.0;
break;
case 5:
toX = 0.0;
toY = 2.0;
toZ = 0.0;
break;
}
Debug.Log(toX+" | “+transform.rotation.x+” | “+currentSide+” | "+(toX - transform.rotation.x)/1.5);
if(Mathf.Abs(toX - transform.rotation.x) < 0.1){
transform.rotation.x = toX;
} else {
transform.Rotate((toX - transform.rotation.x)/1.5,0,0);
}
if(Mathf.Abs(toY - transform.rotation.y) < 0.1){
transform.rotation.y = toY;
} else {
transform.Rotate(0,(toY - transform.rotation.y)/2,0);
}
if(Mathf.Abs(toZ - transform.rotation.z) < 0.1){
transform.rotation.z = toZ;
} else {
transform.Rotate(0,(toZ - transform.rotation.z)/2,0);
}
}

transform.rotation uses Quaternions… use transform.eulerAngles