## How do you find the Y rotation of an object in Unity?

but you can’t modify that property by itself, so you need to store it in a temporary variable and then apply the rotation like this:

1. Vector3 newRotation = transform. rotation;
2. newRotation. y = cameraParent. transform. rotation. y;
3. transform. rotation = newRotation;

## How do you check rotation value in Unity?

How to get inspector rotation values?

1. private void Update()
2. {
3. Debug. Log(“x: ” + Helper. WrapAngle(gameObject. transform. localEulerAngles. x));
4. Debug. Log(“y: ” + Helper. WrapAngle(gameObject. transform. localEulerAngles. y));
5. Debug. Log(“z: ” + Helper. WrapAngle(gameObject. transform. localEulerAngles. z));
6. }

How do you get the rotation value in the inspector?

Put (000) in the Inspector and run some code. Then put (360,360,-360), which is the same as 000, and run the same code. The numbers you see will be different. The code values you get are always 0-360.

How do you smoothly rotate an object in Unity?

Smoothly rotating an object to a specific rotation.

1. public Transform otherObject;
2. public float speed;
3. void Update(){
4. rotation = Quaternion. Slerp(transform. rotation, otherObject. rotation, speed*Time. deltaTime);
5. }

### What is quaternion rotation unity?

Description. Quaternions are used to represent rotations. They are compact, don’t suffer from gimbal lock and can easily be interpolated. Unity internally uses Quaternions to represent all rotations. They are based on complex numbers and are not easy to understand intuitively.

### How do you control rotation in Unity?

How to rotate an object using touch controls

1. public float rotatespeed = 10f;
2. void Update()
3. if (Input. GetKey(KeyCode. D))
4. Rotate(Vector3. back, rotatespeed * Time. deltaTime);
5. if (Input. GetKey(KeyCode. A))
6. Rotate(Vector3. back, -turnspeed * Time. deltaTime);
7. }

How do I rotate gradually in unity?

script: turn object gradually to a desired rotation

1. scalingFactor = 1; // Bigger for slower.
2. transform. rotation = Quaternion. Slerp(transform. rotation, Quaternion. identity, Time. deltaTime/scalingFactor);