Transform Rotation methods that are unreliable

Transform.rotation = Quaternion.Euler(new Vector3(0, 90 + (0.25f * Min), 0)) // This wont influence transform
likewise in localrotations - its also useless
Transform.localRotation = Quaternion.Euler(new Vector3(0, 90 + (0.25f * Min), 0));

without New Vector

Transform.rotation = Quaternion.Euler(0, 90 + (0.25f * Min), 0) // This wont influence transform
likewise in localrotations - its also useless
Transform.localRotation = Quaternion.Euler(0, 90 + (0.25f * Min), 0);

Transform.eulerAngles = new Vector3(0, Y + 0.25f, 0); // Also a No Go;

As programmed, some objects just cannot rotate by script with any of the provided methods.

So sadly you will always be limited in serious game development.

What’s Min? And what are you expecting?

All of those should change the rotations, except for the whole thing where you’re using a capital T in “Transform” when that should be lowercase. It sounds like you have another script overriding anything you do or have something else set up incorrectly.

1 Like

Can you show us a specific class you’ve written where you know for certain it’s not working?

Basically a setup where “I create a scene with a GameObject, attach this script, and this doesn’t work.” Type situation.

Where as if this is just happening randomly in a more complicated scene… well I’m with StarManta, you likely have a script elsewhere overwriting your changes.

So you’re apparently new to Unity?! and you could not get it to work… The only conclusion is that the tool (the engine) is useless for “serious” game dev due to “its limitations”.

“Experts” these days…