zefrof
1
If I wanted to change the transform.position of an object i’d do this:

```
Vector3 temp = transform.position;
temp.x = 7f;
transform.position = temp;
```

I want to do the same thing with transform.rotation, but I don’t know what to replace the Vector3 with.

A `Transfom`

will store rotation as a `Quaternion`

, great for 3D maths but bad for human brains.

One trick you can do is to convert to euler angles (similar to the rotation as displayed in the Inspector):

```
Vector3 temp = transform.rotation.eulerAngles;
temp.x = 90.0f;
transform.rotation = Quaternion.Euler(temp);
```

Rotate your character naturally:

transform.Rotate(x, y, z); // Local

transform.Rotate(x, y, z, Space.World); // Global

```
In case you want to rotate to an absolute angle:
transform.rotation = Quaternion.Euler(x ,y ,z);
There's a lot more to research in the manual.
```