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Set Rotation

Set Rotation

Sets transform's rotation.

Inputs

  • Transform: The target Transform which we want to set the rotation. See Cross-Scene System.
    • Upon using Legacy Cross Scene Binding, in the Cross Scene Binder component, you can specify any component within the same GameObject, since it will automatically get the Transform component.
  • Local Space: Whether to set local rotation or global rotation.
  • Use Quaternion: Whether to use Euler Angles or Quaternion.
  • Rotation (Quaternion): This will be enabled when Use Quaternion is enabled. Upon using Quaternion, you can only use the in-point, since we suppossed not to manually input a Quaternion value.
  • Rotation: The Euler Angles value to set.

Outputs

  • Rotation: Get the rotation of the transform in Quaternion.