# Rotation in an if statement

I am fairly new to Unity and c# so please excuse my incompetence…

I am trying to add torque to my game object if the (based on the transform UI) angle is greater than say 35 degrees and also the corresponding negative degree. I have come to understand that the UI does not correspond with the angle values used in code, but it is the only basis I have.

I tried looking up how to do this and all I got was (for me) incomprehensible stuff about quaternions and Euler angles, but for the moment I don’t have time to learn that in-depth, and I really just need to know what code to put in.

So the answer here varies a bit depending on what exactly you want to do, so let me make a few assumptions -

1. You are only rotating about the Z axis (x and y rotations will remain at 0)

2. You want to add torque when the magnitude of the rotation is greater than a certain value (that is you want to add torque regardless of the direction of the rotation
This is fairly straightforward. The only thing you need to know is that rotation.eulerAngles gives you the rotation values around each axis, and these values are between 0 and 360. It is correct that these values will not always correspond with the values in the UI.

//How much to rotate before torque is applied
float torqueThreshold = 35;

//Get rotation about the z axis
float zRotation = transform.rotation.eulerAngles.z;

//Adjust the values to between -180 and 180
while(zRotation > 180) zRotation -= 360;

//Take the absolute value to get the rotation magnitude
if(Mathf.Abs(zRotation) > torqueThreshold){