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This question was closed Jul 20, 2017 at 12:47 PM by justpassingby for the following reason:

The question is answered, right answer was accepted

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Question by justpassingby · Jul 19, 2017 at 06:50 PM · rotationeuleranglestransform.rotation

Using euler angles to rotate causes the object to get stuck on the x axis?

Hi everyone,

I wrote a simple script to rotate an object on its axis for the purpose of showing a 3D model. It was as follows:

transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z + 0.1f);

Where I would apply the +0.1f to whichever axis I wanted to rotate around.

The script worked fine with the y and z axis, but when applied to the x axis, the model rotated to 90 degrees and then kept jumping between 90 and 89.9. I solved the problem by using transform.rotation instead, but I would like to know why that code didn't work for the future. The object in question is a point cloud rendered using the process from here

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Answer by FlaSh-G · Jul 20, 2017 at 07:11 AM

What you encountered is a Gimbal Lock and the exact reason why Unity is using quaternions for rotations and is only offering euler angles for easier access to them.

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avatar image Bunny83 · Jul 20, 2017 at 08:13 AM 0
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Right, the solution is to use a quaternion ins$$anonymous$$d:

 transform.rotation = Quaternion.Euler(0,0,0.1f) * transform.rotation;

This should do the same. However if the rotation is applied every frame it's better to make it framerate independent

 transform.rotation = Quaternion.Euler(0,0,20f * Time.deltaTime) * transform.rotation;

20 degree per second so it takes 18 seconds for a full rotation (20*18 == 360)

avatar image FlaSh-G Bunny83 · Jul 20, 2017 at 08:52 AM 0
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Creating a quaternion using Quaternion.Euler can cause Gimbal Locks, too :)

avatar image justpassingby · Jul 20, 2017 at 12:46 PM 0
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Thank you! I wouldn't have figured that out on my own.

avatar image aseelll · Aug 03, 2021 at 10:05 PM 0
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but whats the solution ?

avatar image FlaSh-G aseelll · Aug 04, 2021 at 09:29 AM 0
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...use Quaternions.

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