Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Quaternion.operator *

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static operator *(lhs: Quaternion, rhs: Quaternion): Quaternion;
public static Quaternion operator *(Quaternion lhs, Quaternion rhs);

Parameters

lhsLeft-hand side quaternion.
rhsRight-hand side quaternion.

Description

Combines rotations lhs and rhs.

Rotating by the product lhs * rhs is the same as applying the two rotations in sequence: lhs first and then rhs, relative to the reference frame resulting from lhs rotation. Note that this means rotations are not commutative, so lhs * rhs does not give the same rotation as rhs * lhs.

#pragma strict
public var extraRotation: Transform;
// Applies the rotation of extraRotation to the current rotation.
transform.rotation *= extraRotation.rotation;
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform extraRotation; // Applies the rotation of extraRotation to the current rotation. void Example() { transform.rotation *= extraRotation.rotation; } }

public static operator *(rotation: Quaternion, point: Vector3): Vector3;
public static Vector3 operator *(Quaternion rotation, Vector3 point);

Description

Rotates the point point with rotation.

#pragma strict
// Moves the object along relativeDirection
// Usually you would use transform.Translate for this
public var relativeDirection: Vector3 = Vector3.forward;
function Update() {
	var absoluteDirection: Vector3 = transform.rotation * relativeDirection;
	transform.position += absoluteDirection * Time.deltaTime;
}
using UnityEngine;
using System.Collections;

// Moves the object along relativeDirection // Usually you would use transform.Translate for this public class ExampleClass : MonoBehaviour { public Vector3 relativeDirection = Vector3.forward; void Update() { Vector3 absoluteDirection = transform.rotation * relativeDirection; transform.position += absoluteDirection * Time.deltaTime; } }