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# Rigidbody.MoveRotation

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public method MoveRotation(rot: Quaternion): void;
public void MoveRotation(Quaternion rot);

## Parameters

 rot The new rotation for the Rigidbody.

## Description

Rotates the rigidbody to `rotation`.

Use Rigidbody.MoveRotation to rotate a Rigidbody, complying with the Rigidbody's interpolation setting.

If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody.MoveRotation will resulting in a smooth transition between the two positions in any intermediate frames rendered. This should be used if you want to continuously rotate a rigidbody in each FixedUpdate.

Set Rigidbody.rotation instead, if you want to teleport a rigidbody from one rotation to another, with no intermediate positions being rendered.

```var eulerAngleVelocity : Vector3;
var rb: Rigidbody;function Start() {
rb = GetComponent.<Rigidbody>();
}function FixedUpdate () {
var deltaRotation : Quaternion = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime);
rb.MoveRotation(rb.rotation * deltaRotation);
}
```
```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour
{
public Rigidbody rb;
Vector3 newPos = new Vector3(10.0f, 0.0f, 3.0f);
float speed = 1.0f;    void Start()
{
rb = GetComponent<Rigidbody>();
}    // fixedDeltaTime provides the same time that FilterUpdate() uses
void FixedUpdate()
{
if (rb.position.x <= 1.0f)
{
Vector3 direction = (newPos - transform.position).normalized;
rb.MovePosition(transform.position + direction * speed * Time.fixedDeltaTime);
}
}
}
```

Teleports the object (rather than a smooth transition) if it has `isKinematic` set false.

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