Answers for "Quaternion.Euler doesn't work right?"
http://answers.unity.com/questions/1133897/quaternioneuler-doesnt-work-right.html
The latest answers for the question "Quaternion.Euler doesn't work right?"Answer by DiegoWw
http://answers.unity.com/answers/1648035/view.html
@Glabrezu is correct. Additionally, you can "kinda" assign an Euler angle by doing:
objToRotate.transform.rotation = Quaternion.Identity * Quaternion.Euler(90f, 0, 0);Fri, 12 Jul 2019 14:50:33 GMTDiegoWwAnswer by Glabrezu
http://answers.unity.com/answers/1134436/view.html
Found an article about Quaternions.
If anyone else has this problem, you can't just assign a rotation to a Quaternion apparently. You take your initial Quaternion and then multiply it by the second one, which should contain the rotation which you want to apply to the first one.
So you should basically do it like that:
Quaternion initialRot = objToRotate.transform.rotation;
objToRotate.transform.rotation = initialRot * Quaternion.Euler(90f, 0, 0);
This example just rotates the object by 90 degrees.Wed, 27 Jan 2016 23:15:34 GMTGlabrezu