Set Rotation

Sets a transform's rotation.
Inputs
- Transform: The target Transform whose rotation we want to set. 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 are not supposed to manually input a Quaternion value.
- Rotation: The Euler Angles value to set.
Outputs
- Rotation: Gets the rotation of the transform in Quaternion.