transform.rotation broken or changed to local manipulation since V5.3 ?

Hello guys,

with 5.2 I could manipulate the rotation values of a Transform by using the following:

       Vector3 v3Rotation = new Vector3(0.0f , 180.0f , 0.0f);
       Quaternion qRotation = Quaternion.Euler(v3Rotation);
       transform.rotation = qRotation;

As a result the Rotation was defined with

0 | 180 | 0

After the update the same code resulted in:

0 | 0 | 0

On another object everything worked as before, so I took a closer look to the differences:
What I could find out is that it doesn’t seem to work anymore as soon as the object rotation in the editor differs from 0 | 0 | 0

So my question is now: Is the rotation change broken, was it broken or was it switched from global to local changes?

Thanks in advace

Nothing has changed with rotations, but you can just set Transform.eulerAngles instead of going through all that.

–Eric

1 Like

Okay maybe it was only pebcak.
Thanks for your help and the advice. Actually quite stupid that I did not tried the eulerAngle function on the transform myself. :slight_smile: