transform.Rotate - setting coordinates to world space not working?

Hi - when my first person controller hits a collider I want to transform his position, and also set his rotation so he is facing a specific part of the scene.

As far as I can tell, I should be using Space.World, so I set the player’s rotation in world space rather than in local space - but when I attached this script to a collider the player only transforms position, but not rotation.

Does anyone have any ideas on how to to fix this, so that I can give the player a set rotation, rather than a rotation which is different depending on the angle the player happened to be on hitting the collider?

var player : GameObject;

var posx : float; 
var posz : float;
//var pos : Vector3 = transform.position;


function OnTriggerEnter(other: Collider){

 if(other.gameObject.tag == "Player") {
 
 player.transform.Rotate(0,180,0, Space.World);
 
 
 player.transform.position = Vector3(posx,-2.6,posz);
 
 
 }
 }

All the best, Laurien

Transform.Rotate works correctly, and is always relative. If you want a specific direction, set the rotation directly (using eulerAngles).