Quaternion.ToAngleAxis
ToAngleAxis(angle: float, axis: Vector3): void;
void ToAngleAxis(float angle, Vector3 axis);
def ToAngleAxis(angle as float, axis as Vector3) as void
Description

Converts a rotation to angle-axis representation.

	// Extracts the angle - axis rotation from the transform rotation

var angle = 0.0; var axis = Vector3.zero; transform.rotation.ToAngleAxis(angle, axis);
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public float angle = 0.0F;
    public Vector3 axis = Vector3.zero;
    void Example() {
        transform.rotation.ToAngleAxis(out angle, out axis);
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public angle as float = 0.0F

	public axis as Vector3 = Vector3.zero

	def Example() as void:
		transform.rotation.ToAngleAxis(, )