This seems like a simple question, but it’s really frustrating because it’s not done in any normal means (ie. transform.rotation.z).
My problem is when I try to rotate an object along the Z axis, it does not have the Z rotation that I set in the code.
Things I have tried and their outputs:
transform.rotation.z = 10;
transform.localRotation.z = 10;
transform.Rotate (Vector3 (0, 0, 10);
I know there is complex math Unity does when rotating an object, but how can I simply set a rotation to the number I specify?
NOTE: These results are with Z rotation starting at 0.
Any help would be greatly appreciated!
- Chris
I know why the first 2 are not working. You are attempting to set the ‘z’ of a quaternion.
Try instead :
transform.rotation = Quaternion.Euler(new Vector3(0,0,10));
The 3rd one, I would have thought, would work (except that you missed a bracket, but maybe that was a typo).
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kru
3
transform.rotation = Quaternion.Euler(0, 0, 10);
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Yeah, I missed the 2nd closing parenthesis at the end when writing the code there. 
You both posted at the same time with the same answer 
That works! Thank you both for all the help (and the help in my previous question)!