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Question by chrisbarrnon · Feb 09 at 10:57 AM · rotationquaternioneuler angles

Difference between transform.localEulerAngles and transform.localRotation=Quanerion.Euler

I am working on a project which I have inherited, and I’m confused by the way in which two similar objects are being rotated but using different methods. There is a parent object with multiple daisy-chained children (a robot arm style link chain).


One has a script applied to each child joint and uses localEulerAngles:

 transform.localEulerAngles = new Vector3(0.0f, setAngle, 0.0f);

The other has a script applied to the parent which references the children in the inspector, and uses localRotation = Quanterion.Euler:

 public GameObject objectToRotate;
 float setAngle;
 private Vector3 axis= new Vector3(0, 0, 1);
 objectToRotate.transform.localRotation = Quaternion.Euler(axis*setAngle);


What is the difference between these approaches when one uses Euler angles directly and one uses Quaterions?

Thankyou.

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Answer by FlaSh-G · Feb 11 at 06:01 PM

There is no difference. You can even look up in the source code that the localEulerAngles property just calls Quaternion.Euler and assigns the result to localRotation.

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