Action: Align a Cube's Rotation
Sometimes you want a cube sitting square with a frame of reference instead of at whatever angle your hands left it. Two buttons on the cube window do that instantly, with no careful two‑hand twisting.
Set Cube to World Rotation
Lines the cube's own directions up with world space, the fixed frame of your immersive space. Its top then points along world up, its front along world forward, and its right along world right. Its world rotation becomes "no rotation at all" (the quaternion 0, 0, 0, 1; all Euler angles 0°).
Use this for a clean, square starting point, or to undo an accidental tilt.
Set Cube to Local Rotation
Lines the cube up with local space, the custom frame you set with Set Local Space. If your local space is tilted, the cube matches that tilt.
Use this to make a cube parallel to something you care about — a tabletop, a wall, or the cube you made your local reference.
How this differs from moving
These buttons change only the cube's rotation, never its position — it spins in place around its center. To change where a cube sits, drag it (see Action - Move and Rotate a Cube).
Related
- To define what "local" means first, see Action - Define Local Space.
- To understand the rotation numbers these buttons set, see Concept - Quaternions and Concept - Euler Angles.