Unespected rotation for Instantiate object

Hi All,
ı have no had so much experience about Unity3d. These theys ı am focusing on my own project.
In a part of my project, there are sıme object loaded my world at runtime. However, when ı Instantiate a object, I cannot control object rotatin. I can take under control of position and scale but not rotation. Here is part of my code:

public void olustur(string hangisi, Vector3 pos, Vector3 scale)
{

        Debug.Log(hangisi);
        gom = Instantiate(Resources.Load(hangisi)) as GameObject;
        gom.transform.position = pos;
        gom.transform.localScale = scale;
        
        gom.name = "dedee";

        numberFirst = gom.transform.childCount;//child sayısı bulunuyor
        Debug.Log("numer first: " + numberFirst);
        deneme += 1;
        if (deneme==3)
        {
            deneme = 1;
        }
        for (int i = 0; i < numberFirst; i++) //herbir child tek tek bulunuyor ve onlara mesh collider ekleniyor
        {
            gom.transform.GetChild(i).name = "firsler_"+deneme+"_"+ + i;
            nameFirst = gom.transform.GetChild(i).name;//child ismi alınıyor
            firstChildren = GameObject.Find(nameFirst);//isme göre child game object olarak bulunuyor
            Debug.Log("firstün nameleri" + firstChildren.name);
            numberSecond = firstChildren.transform.childCount;//child için 2. child var ise kontrol ediliyor
            Debug.Log("number second= " + numberSecond);
            for (int j = 0; j < numberSecond; j++)// bunun da childleri var ise  aynı işlemler yapılıyor
            {
                nameSecond = firstChildren.transform.GetChild(j).name;
                secondChildren = GameObject.Find(nameSecond);
                mc = secondChildren.AddComponent("MeshCollider") as MeshCollider;// 2. child lara mesh colider ekleniyor
            }

            mc = firstChildren.AddComponent("MeshCollider") as MeshCollider;// ilk child lara mesh collider ekleniyor
            Debug.Log("mesh eklemesi lazım");
        
    }
}

by useing this code the object’s face rotation is same with first user controller but i want to ınstantiate them as face to face ewith first user.

when ı use

gom.transform.rotation = new Quaternion(270, 180, 0, 0);

the object rotation is much difference then ı expected.

Please help me about the rotation. ı want to ınstantiate objects as ı see in inspector panel.

It seems like you are trying to set rotations based on euler angles not quaternions. You will probably want to do something like roation.eulerAngles = new Vector3(270, 180,0);

http://unity3d.com/support/documentation/ScriptReference/Quaternion-eulerAngles.html