I have an object that I'm rotating around the X axis, and I need to find the X rotation. The problem is that transform.eulerAngles is returning strange results. If you imagine a normal circle from 0 to 360 then the top half is returning 360 on the Z axis to 270 being strait up on the Y axis to back to 360 being the Z axis. The lower portion of the circle ranges from 0 down to 90 on the Y axis and back to 0. Is there anyway I can get a normal 0 to 360 measurement. Rotation in game preforms normally. transform.localEulerAngles yield the same result.