Comments and answers for "Unable to efficiently read rotation euler values as feedback"
http://answers.unity.com/questions/1322547/unable-to-efficiently-read-rotation-euler-values-a.html
The latest comments and answers for the question "Unable to efficiently read rotation euler values as feedback"Comment by _dns_
http://answers.unity.com/comments/1323732/view.html
Hi, Unity stores rotations as quaternions. The euler angles values are just one representation of this quaternion in many possibles representations. I mean, there are usually multiple combinations of euler angle that can represent the same rotation. Unity is quite consistent in it's way of converting one into the other but it's always something one must be aware of (and use quaternions as much as possible)
The other complexity is the local or global (world) space. In your example, you compare the angles from the inspector that are in world space with the angles from the local space of a transform (= the rotation from it's parent object point of view, not from the world point of view). I'm sure if you display transform.rotation.eulerAngles you'll have the same values as the inspector.
For your problem, it may be easier to compare the angle in the local space as the rectangle object is rotating around 1 aligned axis (it's parent's transform's x axis i guess from the gif).Thu, 09 Mar 2017 16:09:44 GMT_dns_