public float speed = 10f; void Update() { transform.Rotate(new Vector3(1f, 0f, 0f) * Time.deltaTime * speed); }
public float speed = 1f; void FixedUpdate() { transform.Rotate(new Vector3(1f, 0f, 0f) * speed); }
Локально transform.rotation *= Quaternion.AngleAxis(0.02f, Vector3.up); // Навколо Y Глобально transform.Rotate(1f, 0f, 0f, Space.World); transform.rotation = Quaternion.Euler(1f, 0f, 0f); transform.Rotate(Vector3.up, Time.deltaTime * 5); // Навколо Y