eulerAngles Vs. localEulerAngles in Unity

Notes:

transform.eulerAngles Vs. transform.localEulerAngles in Unity:

transform.localEulerAngles:
- stores the rotation of a game object relative to parent coordinate system in the form of Vector3 structure

- is used to set rotation of a game object relative to parent coordinate system
- is used to rotate a game object relative to parent coordinate system

Note: if there is no parent then the world is considered as parent

Local Euler Angles:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CubeController : MonoBehaviour {

public Vector3 currentRotation;
public Vector3 anglesToRotate;

void Start () {
currentRotation = new Vector3 (currentRotation.x % 360f,currentRotation.y % 360f,currentRotation.z %360f);
anglesToRotate = new Vector3 (anglesToRotate.x % 360f,anglesToRotate.y % 360f,anglesToRotate.z %360f);
this.transform.localEulerAngles = currentRotation;
}

void Update () {
currentRotation = currentRotation + anglesToRotate * Time.deltaTime;
currentRotation = new Vector3 (currentRotation.x % 360f,currentRotation.y % 360f,currentRotation.z %360f);
this.transform.localEulerAngles = currentRotation;
}
}