Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Rigidbody.rotation

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var rotation: Quaternion;
public Quaternion rotation;

Description

The rotation of the rigdibody.

Rigidbody.rotation allows you to get and set the rotation of a Rigidbody using the physics engine. If you change the rotation of a Rigibody using Rigidbody.rotation, the transform will be updated after the next physics simulation step. This is faster than updating the rotation using Transform.rotation, as the latter will cause all attached Colliders to recalculate their rotation relative to the Rigidbody.

If you want to continuously rotate a rigidbody use MoveRotation instead, which takes interpolation into account.

	function Start () {
		GetComponent.<Rigidbody>().rotation = Quaternion.identity;
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { GetComponent<Rigidbody>().rotation = Quaternion.identity; } }