transform.rotation unity 2d code example

Example 1: rotation unity script 2d

transform.eulerAngles = Vector3.forward * degrees;
// or
transform.rotation = Quaternion.Euler(Vector3.forward * degrees);
// or
transform.rotation = Quaternion.LookRotation(Vector3.forward, yAxisDirection);
// or
transform.LookAt(Vector3.forward, yAxisDirection);
// or
transform.right = xAxisDirection;
// or
transform.up = yAxisDirection;

Example 2: rotation unity script 2d

transform.Rotate(Vector3(0, 0, 50));
//instead of :
transform.eulerAngles = new Vector3 (0, 0, 50);
//or like you said
transform.eulerAngles = Vector3.forward * 50;

Example 3: unity rotate object c#

using UnityEngine;// Transform.Rotate example
//
// This script creates two different cubes: one red which is rotated using Space.Self; one green which is rotated using Space.World.
// Add it onto any GameObject in a scene and hit play to see it run. The rotation is controlled using xAngle, yAngle and zAngle, modifiable on the inspector.public class ExampleScript : MonoBehaviour
{
    public float xAngle, yAngle, zAngle;    private GameObject cube1, cube2;    void Awake()
    {
        cube1 = GameObject.CreatePrimitive(PrimitiveType.Cube);
        cube1.transform.position = new Vector3(0.75f, 0.0f, 0.0f);
        cube1.transform.Rotate(90.0f, 0.0f, 0.0f, Space.Self);
        cube1.GetComponent<Renderer>().material.color = Color.red;
        cube1.name = "Self";        cube2 = GameObject.CreatePrimitive(PrimitiveType.Cube);
        cube2.transform.position = new Vector3(-0.75f, 0.0f, 0.0f);
        cube2.transform.Rotate(90.0f, 0.0f, 0.0f, Space.World);
        cube2.GetComponent<Renderer>().material.color = Color.green;
        cube2.name = "World";
    }    void Update()
    {
        cube1.transform.Rotate(xAngle, yAngle, zAngle, Space.Self);
        cube2.transform.Rotate(xAngle, yAngle, zAngle, Space.World);
    }
}

Example 4: 2d rotation unity

// Rotation scripting with Euler angles correctly.
// Store the Euler angle in a class variable, and only use it to
// apply it as a Euler angle, but never rely on reading the Euler back.
        
float x;
void Update () 
    {
        x += Time.deltaTime * 10;
        transform.rotation = Quaternion.Euler(x,0,0);
    }