.eulerAngles vs .Rotate()

Is there a particular reason why “transform.eulerAngles += new Vector3(0, spinAddAmount, 0);” is used instead of “transform.Rotate(Vector3.up, spinAddAmount);”?

Wouldn’t it be better to use the Rotate function so that it rotates the unit on its own y-axis rather than the world’s y-axis?

I don’t believe there was any particular reason, just the method Hugo tends to use. Often, there are many paths to the same goal.

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