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Question by zmar0519 · May 21, 2011 at 11:03 AM · transformrotateaxislocalglobal

use world axis when using transform.rotate

Hello, all. I was wondering if there was a way for me to achive a transform.rotate function using the global/world axis, not the local. All help is appreciated.

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Answer by Muzz5 · May 21, 2011 at 11:27 AM

Yes, just add Space.World at the end (before the closing parenthesis and semicolon.)

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avatar image Jesse Anders · May 21, 2011 at 11:33 AM 0
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$$anonymous$$inor detail, but it'd actually be Space.World.

avatar image Muzz5 · May 21, 2011 at 11:54 AM 1
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Who said World.Space? And what's that suspicious looking edited thing?

avatar image Jesse Anders · May 21, 2011 at 06:31 PM 0
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Lol...I must have misread! :-)

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Answer by Peter G · May 21, 2011 at 12:25 PM

There is another argument that you can pass to Transform.Rotate that determines which space to use for rotating:

 transform.Rotate( x , y , z , Space.World); //By default it is Space.Self and you do not need to include that value

or:

 transform.Rotate( eulerAngles , Space.World); //Default  = Space.Self.

This is what Muzz5 said, but I wanted to add an example.

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Answer by enes23 · Aug 05, 2019 at 10:28 AM

Why we add World.Space ?

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