keep the local transform rotation the same in unity code example
Example: localrotate an object unity
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
{
private float x;
private float z;
private bool rotateX;
private float rotationSpeed; void Start()
{
x = 0.0f;
z = 0.0f;
rotateX = true;
rotationSpeed = 75.0f;
} void FixedUpdate()
{
if (rotateX == true)
{
x += Time.deltaTime * rotationSpeed; if (x > 360.0f)
{
x = 0.0f;
rotateX = false;
}
}
else
{
z += Time.deltaTime * rotationSpeed; if (z > 360.0f)
{
z = 0.0f;
rotateX = true;
}
} transform.localRotation = Quaternion.Euler(x, 0, z);
}
}