Version: 2017.4
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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 rotations 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.

`no example available in JavaScript`
```//Attach this script and a Rigidbody to your GameObject. To do this click the GameObject, click the Add Component button in its Inspector, and go to Physics>Rigidbody.using UnityEngine;
using System.Collections;public class Example : MonoBehaviour
{
//Make sure you attach a Rigidbody in the Inspector of this GameObject
Rigidbody m_Rigidbody;
Vector3 m_EulerAngleVelocity;    void Start()
{
//Set the axis the Rigidbody rotates in (100 in the y axis)
m_EulerAngleVelocity = new Vector3(0, 100, 0);        //Fetch the Rigidbody from the GameObject with this script attached
m_Rigidbody = GetComponent<Rigidbody>();
}    void FixedUpdate()
{
Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.deltaTime);
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * deltaRotation);
}
}
```

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