Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by ComeSweetDeath · Aug 26, 2014 at 08:27 PM · quaternioneulerangles

What is the difference between Quaternion.Euler and Quaternion.eulerAngles?

http://docs.unity3d.com/ScriptReference/Quaternion.Euler.html

http://docs.unity3d.com/ScriptReference/Quaternion-eulerAngles.html

What is the difference between Quaternion.Euler and Quaternion.eulerAngles?


I've always being using Qaternion.eulerAngles to access the XYZ-euler angles in transform.rotations, but I've just discovered there is also a Quaternion.Euler, and I'm just curious, what are their differences and in what situations would you need to use which? Much thanks!


The only difference that I've noticed is that they have different format:

Quaternion.Euler(0, 30, 0);

rotation.eulerAngles = Vector3(0, 30, 0);

But I'm not sure what is the consequence of this difference..

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by rutter · Aug 26, 2014 at 08:40 PM

They're roughly equivalent. One is a static function of the Quaternion class, and the other is an instance property of a particular quaternion object.

If you already have a quaternion? You can set its eulerAngles.

If you need to build a quaternion from scratch? You can call Quaternion.Euler().

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by mustafa13e09940 · Nov 14, 2020 at 09:08 PM

Well, to make it easy to understand Quaternions. Let's divide the four components to two: An angle and x,y,z point that is connected to the origin of the axis say P. The (x,y,z)-P line representing a new axis. The angle represents the angle between the axis and real orientation. To visualize this answer you need to check this 5-minutes video. https://eater.net/quaternions/video/intro

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Rotate with raw gyro data. 0 Answers

(Solved) Aligning player to surface while still maintaining look direction 1 Answer

Code to rotate around a local axis until local Y is 0? 0 Answers

Rotating object within bounds using gyroscope 1 Answer

Matching 2 axes rotation only of 2 gameobjects 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges