We rotated a transform by setting Euler angles at runtime.
obj.transform.eulerAngles = new Vector3(0,270,90);
We are trying to export obj.transform.rotation quaternion rotation information to absolute rotation in degrees (i.e. X, Y, Z- World axis) as we need to send this information to a non-unity system where rotation applies in world axes only.
How can we calculate absolute rotation in world axes?