Making a cube from planes, arranging planes into a box

What is the best way to arrange 6 planes into a cube shape so that if you stand inside the cube the textures don’t look upside down and they are continuous around corners?

It should be easy, so I did it in code, but it doesn’t seem to be working, and there’s no references on it so it would be a good question?

I’m not familiar with rotations and it seems very fiddly, when I try and figure it out in the editor keeps jumping about and changing the fields completely.

private var stp1  = Vector3(1,0,0);//left//positions of cube edges (multipled *.5)
private var stp2  = Vector3(-1,0,0);//right
private var stp3  = Vector3(0,1,0);//up
private var stp4  = Vector3(0,-1,0);//down
private var stp5  = Vector3(0,0,1);//fwds
private var stp6  = Vector3(0,0,-1);//bckwds

private var rot1  : Quaternion; rot1.eulerAngles =  Vector3(0,0,90);//6 axes of rotation
private var rot2  : Quaternion; rot2.eulerAngles =  Vector3(180,0,90);
private var rot3  : Quaternion; rot3.eulerAngles =  Vector3(180,0,0);
private var rot4  : Quaternion; rot4.eulerAngles =  Vector3(0,0,0);
private var rot5  : Quaternion; rot5.eulerAngles =  Vector3(90,0,90);
private var rot6  : Quaternion; rot6.eulerAngles =  Vector3(270,0,90);

using globalscale rotate this is the solution-at least now it’s here for reference, it may be a silly question!

private var stp1  = Vector3(1,0,0);//6 sides of a cube/6 axes in space
private var stp2  = Vector3(-1,0,0);
private var stp3  = Vector3(0,1,0);
private var stp4  = Vector3(0,-1,0);
private var stp5  = Vector3(0,0,1);
private var stp6  = Vector3(0,0,-1);

private var rot1  : Quaternion; rot1.eulerAngles =  Vector3(0,0,90);//6 sides of a cube/6 axes in space
private var rot2  : Quaternion; rot2.eulerAngles =  Vector3(0,180,90);
private var rot3  : Quaternion; rot3.eulerAngles =  Vector3(180,0,0);
private var rot4  : Quaternion; rot4.eulerAngles =  Vector3(0,0,0);
private var rot5  : Quaternion; rot5.eulerAngles =  Vector3(0,-90,90);
private var rot6  : Quaternion; rot6.eulerAngles =  Vector3(0,90,90);