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Question by Naktrem · Mar 22, 2018 at 09:38 PM · rotationquaternionrelativerelative rotation

How to Rotate Relative To World

Hello there,

I want to make rotation relative to world by using Quaternion.Euler

My current code is following;

  void Update() {
         currentRot = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
 
         if (Swipe.Instance.IsSwiping(SwipeDirection.Left)) {
             //  Debug.Log("Entered Correctly Left");           
             Debug.Log(currentRot);
             currentRot.y += 90;
             rotation = Quaternion.Euler(currentRot);
         }
         else if (Swipe.Instance.IsSwiping(SwipeDirection.Right)) {
             //  Debug.Log("Entered Correctly Right");
             Debug.Log(currentRot);
             currentRot.y -= 90;
             rotation = Quaternion.Euler(currentRot);
         }
         else if (Swipe.Instance.IsSwiping(SwipeDirection.Up)) {
             //  Debug.Log("Entered Correctly Up");
             Debug.Log(currentRot);
             currentRot.z += 90;
             rotation = Quaternion.Euler(currentRot);
         }
         else if (Swipe.Instance.IsSwiping(SwipeDirection.Down)) {
             //  Debug.Log("Entered Correctly Down");
             Debug.Log(currentRot);
             currentRot.z -= 90;
             rotation = Quaternion.Euler(currentRot);
         }
 
         transform.rotation = Quaternion.LerpUnclamped(transform.rotation, rotation, 0.01f * 10);
 
 
     }
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Answer by Cornelis-de-Jager · Mar 22, 2018 at 10:19 PM

Try the following:

// Rotate Around World transform.Rotate (rotation, Space.World);

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avatar image Naktrem · Mar 24, 2018 at 09:09 PM 0
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Thank you for the answer it worked, also it inspired me to use coroutines to make it smooth rotation.

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