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Rotation with respect to world instead of the object itself using Quaternion in unity

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> this.transform.rotation = Quaternion.Lerp(this.transform.rotation, Quaternion.Euler(xtimesHit*90,ytimesHit*90,ztimesHit*90), Time.deltaTime*speed); The above code is rotating my object w.r.t itself. How can I make it rotate w.r.t. the world space?

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