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An action to modify the rotation of a gameobject.
The action can set the rotation to a given vector of Euler angles, or add, subtract, multiply or divide the rotation's Euler angle vector by a given vector. Multiplication and division are performed component-wise, with the current position X, Y and Z values each being multiplied/ divided by the provided vector.
Local vs World space changes which rotation is being edited by the action. Local is relative to the rotation of the object's parent, while World is relative to the world's orientation.