# How to set Rotation(East-Up-North)?

**URL:** <https://community.cesium.com/t/how-to-set-rotation-east-up-north/25217>\
**Category:** Cesium for Unity\
**Created:** [July 6, 2023, 1:58am UTC](https://community.cesium.com/t/how-to-set-rotation-east-up-north/25217 "2023-07-06T01:58:31Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![yangqunpo](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/yangqunpo/32/14000_2.png) [@yangqunpo](https://community.cesium.com/u/yangqunpo)\
**Post date:** [July 6, 2023, 1:58am UTC](https://community.cesium.com/t/how-to-set-rotation-east-up-north/25217/1 "2023-07-06T01:58:31Z")

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I want to set `CesiumGlobeAnchor`Rotation(East-Up-North), but take a look at the `CesiumGlobeAnchor` component, I cant found the way to set it

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**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [July 6, 2023, 4:13am UTC](https://community.cesium.com/t/how-to-set-rotation-east-up-north/25217/2 "2023-07-06T04:13:13Z")

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CesiumGlobeAnchor has a `rotationEastUpNorth` property. Just set it. The property is a Quaternion, so if you want to set it with Euler angles instead, use `Quaternion.Euler`:

> **[Unity - Scripting API: Quaternion.Euler](https://docs.unity3d.com/ScriptReference/Quaternion.Euler.html)**

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<div class="post-metadata">

**Author:** ![yangqunpo](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/yangqunpo/32/14000_2.png) [@yangqunpo](https://community.cesium.com/u/yangqunpo)\
**Post date:** [July 7, 2023, 5:57am UTC](https://community.cesium.com/t/how-to-set-rotation-east-up-north/25217/3 "2023-07-07T05:57:40Z")

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![image](https://global.discourse-cdn.com/cesium/original/2X/f/fad63d4f984e95dafdff419d44a528599f6f5cea.png)  
 ![image](https://global.discourse-cdn.com/cesium/original/2X/a/a1f5d65559e3374f2d87511fa44aa4dec1be31bf.jpeg)  
That’s my code, but it doesn’t work. What’s wrong?

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<div class="post-metadata">

**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [July 7, 2023, 6:36am UTC](https://community.cesium.com/t/how-to-set-rotation-east-up-north/25217/4 "2023-07-07T06:36:20Z")

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The UI displays Euler angles. You’re setting a quaternion. And in fact you’re setting an _invalid_ quaternion. Use that Euler method I mentioned previously. Something like this (untested): `_cesiumGlobeAnchor.rotationEastUpNorth = Quaternion.Euler(0, 0, 0);`

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<div class="post-metadata">

**Author:** ![5DRealities](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/5drealities/32/26617_2.png) [@5DRealities](https://community.cesium.com/u/5DRealities)\
**Post date:** [July 17, 2025, 12:23am UTC](https://community.cesium.com/t/how-to-set-rotation-east-up-north/25217/5 "2025-07-17T00:23:08Z")

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Cesium rotationEastUpNorth is a Unity.Mathematics.quaternion, not UnityEngine.Quaternion. I just created a function to convert to Unity.Mathematics.quaternion to UnityEngine.Euler (Vector3)

```auto
  public Vector3 ConvertToEuler(quaternion qd) //qb = quaternion double
  {
      Quaternion q = new Quaternion((float)qd.value.x, (float)qd.value.y, (float)qd.value.z, (float)qd.value.w);
      return q.eulerAngles;
  }

```

Not sure how expensive that conversion is but hopefully its not much. Maybe there is an easier more efficient way to do the conversion?
