Legacy Documentation: Version 2018.1 (Go to current version)
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# Quaternion.operator *

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

## Parameters

 lhs Left-hand side quaternion. rhs Right-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;
}
}
```