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# Transform.RotateAround(Vector3 axis, float angle) - what happens with only two arguments?

There are two ways to call Transform.RotateAround -

```
Transform.RotateAround(Vector3 point, Vector3 axis, float angle)
Transform.RotateAround(Vector3 axis, float angle)
```

The first way is documented in the manual and makes total sense. The second one is a **complete mystery** that is currently **blowing my mind**. Anybody have experience with this?

The following of my assumptions have turned out to be false:

It does

**not**just default to "Vector3 point = Vector3.zero"It does

**not**just default to "Vector3 point = transfrom.position"It does

**not**even call the 3-argument version of Transform.RotateAround. In fact, the 3-argument version of Transform.RotateAround calls the 2-argument version after doing a position calculation.

I'm running out of ideas, and this is blocking me at the moment... I'd love to hear from anyone with any knowledge on this!

Thanks =)

The answer to this is just a ridiculous example of method overloading inconsistency. Here's what I just discovered:

```
Transform.RotateAround(Vector3 point, Vector3 axis, float angle)
```

^ takes radians.

```
Transform.RotateAround(Vector3 axis, float angle)
```

^ rotates around transform.position... and takes **degrees**

Haha, that's silly. :) If you make your discovery into an answer, I'll upvote it.

Good idea, that should help others find this in the future

**Answer** by Rellik
·
Oct 31, 2011 at 02:13 PM

The answer to this is just a ridiculous example of method overloading inconsistency. Here's what I just discovered:

```
Transform.RotateAround(Vector3 point, Vector3 axis, float angle)
```

^ takes radians.

```
Transform.RotateAround(Vector3 axis, float angle)
```

^ rotates around transform.position... and takes **degrees**

**Answer** by djarcas
·
Mar 23, 2013 at 03:47 PM

It appears that the function now takes radians, not degrees. However, the documentation still says it's in degrees...!

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