Quaternions are not what you think they are. Quaternions are an odd 4D space that will never faulter when doing rotations, but as a result it has absolutely nothing to do with Eulers Angles (which you are currently using). I lied a little in that there are links between the two, but you will have to learn the math from wikipedia or khan academy if you really want to use it.
What you want is the rotate method in the transform class.
transform.Rotate(0,90,0,Space.Self);
each class has tons of useful methods and variables in the API.
For instance: transform has Rotate, RotateAround, Translate, ViewportToRay, etc all of which you can see [here][1].
[1]: http://docs.unity3d.com/Documentation/ScriptReference/Transform.html
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