use world axis when using transform.rotate

Hello, all. I was wondering if there was a way for me to achive a transform.rotate function using the global/world axis, not the local. All help is appreciated.

Yes, just add Space.World at the end (before the closing parenthesis and semicolon.)

There is another argument that you can pass to Transform.Rotate that determines which space to use for rotating:

transform.Rotate( x , y , z , Space.World); //By default it is Space.Self and you do not need to include that value


transform.Rotate( eulerAngles , Space.World); //Default  = Space.Self.

This is what Muzz5 said, but I wanted to add an example.

Why we add World.Space ?