Hi! So, Professor Ben said to share what we learned from reading this section’s resources, so I looked at the linked Unity documentation.
In the very first lines of the linked page, Unity said Transform.Rotate is often provided as a Euler angle and not a Quaternion.
I had no idea what either of those meant, so I looked them up.
They both represent spatial rotations in three dimensions. Compared to quaternions, Euler Angles are simple and intuitive and they lend themselves well to simple analysis and control. Quaternions are less intuitive than Euler Angles and the math can be a little more complicated. However, it’s more efficient to convert quaternions into matrices.