Why rotation does not work?

I have a Ground Plane Stage with a child object. with a UI Button I´m trying to rotate this object. Unfortunately I do not get it to work.

Here is my script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RotateObject : MonoBehaviour
{
    public Rigidbody SOI;
    bool rotateStatus = false;

    public void rotateShit()
    {
        rotateStatus = !rotateStatus;
        Debug.Log(transform.eulerAngles.x + " - " + transform.eulerAngles.y + " - " + transform.eulerAngles.z);
    }

    public void Update()
    {
        if (rotateStatus)
        {

            transform.Rotate(0, 45, 0, Space.World); //Vector3.up * rotationSpeed * Time.deltaTime, Space.World);
            Debug.Log("Does something happen?");
        }
    }
}

The script is attached to the gameObject and linked to the onClick Event in the Button. If I click the button it only shows the Debug.Log function, but the object does not rotate. Hope someone can help me with that problem.

If I run my project on the iPad following will be logged to the console
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)

Some things to check…

  • The gameobject you are rotating is really the one you meant to rotate. (It sounds stupid, but hey… it happens.)
  • The gameobject does not have “static” set in the inspector.
  • You’re not rotating on an axis that has symmetry and wouldn’t show the rotation.
  • When you said Debug.Log() shows, is it showing the first message or the second? If the second “Does something happen?” is not showing then you’d have a logic problem, e.g. rotateStatus not set.
  • You’re running this code when playing and not during edit time, right? For the latter, you might need [ExecuteAlways]