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Rotations?
On the subject of rotation of GameObjects, I noticed three overloaded function transform.Rotate() with the option to rotate on itself in local coordinates or in the world coordinates.
(1) function Rotate (eulerAngles : Vector3, relativeTo : Space = Space.Self) : void
(2) function Rotate (xAngle : float, yAngle : float, zAngle : float, relativeTo : Space = Space.Self) : void
(3) function Rotate (axis : Vector3, angle : float, relativeTo : Space = Space.Self) : void
To rotate the GameObjects incrementally, this is what I should use. I noticed the other types of rotations are not well documented for example the quaternions.
Thanks CSDG
I'm not sure if you're asking something, or stating something. :)
Answer by Graham-Dunnett · May 25, 2011 at 09:31 AM
Those 3 functions all look pretty well documented to me. The choice of which one you use depends greatly on how you think about the rotation you are applying. Possibly your number 3 version (rotation about an axis) is the simplest to understand.
Quaternions are not very intuitive to non-mathematicians. What part of the documentation do you think needs improving?
If you want to incrementally rotate a GameObject frame-by-frame, simply use any of the rotation functions applying small rotations. These will accumulate over time. As I said before, this is most easy to understand with the third kind of rotation.
Please don't take for granted that I know what you know.
I am not that familiar with the manipulation functions on GameObjects. I am new to unity. I assume any function under the class Transform actually operates on the GameObjects translate, rotation and scale in World Space with this option set. The question was suppose to be is this the main rotation tools I can use to incrementally rotate my game objects!?
Do the Quaternions operate on the transform class or do the operate in the affine matrix only?
Thanks CSDG
This the same Jesse 2 that was telling me all about Transform vectors and stuff yesterday? Greaaaat.
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