世界空间中的旋转变换,以 Quaternion 形式存储。
Unity stores rotations as Quaternions internally. To rotate an object, use Transform.Rotate.
Use Transform.eulerAngles for setting the rotation as euler angles. Transform.rotation will provide or accept the rotation using a Quaternion.
In the example below rotation obtains the orientation of the cube. The cube is rotated left-to-right and forward-to-back. Create a project with a single cube at the origin. Attach this script to the cube.
using UnityEngine;
// Tilt the cube using the arrow keys. When the arrow keys are released // the cube will be rotated back to the center using Slerp.
public class ExampleScript : MonoBehaviour { float smooth = 5.0f; float tiltAngle = 60.0f;
void Update() { // Smoothly tilts a transform towards a target rotation. float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle; float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);
// Dampen towards the target rotation transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth); } }