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

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public method SetFromToRotation(fromDirection: Vector3, toDirection: Vector3): void;
public void SetFromToRotation(Vector3 fromDirection, Vector3 toDirection);

## Description

Creates a rotation which rotates from `fromDirection` to `toDirection`.

Use this to create a rotation which starts at the first Vector (fromDirection) and rotates to the second Vector (toDirection). These Vectors must be set up in a script.

`no example available in JavaScript`
```//This example shows how the rotation works between two GameObjects. Attach this to a GameObject.
//Make sure to assign the GameObject you would like your GameObject to rotate towards in the Inspectorusing UnityEngine;public class SetFromToRotationExample : MonoBehaviour
{
//This is the Transform of the second GameObject
public Transform m_NextPoint;
Quaternion m_MyQuaternion;
float m_Speed = 1.0f;    void Start()
{
m_MyQuaternion = new Quaternion();
}    void Update()
{
//Set the Quaternion rotation from the GameObject's position to the next GameObject's position
m_MyQuaternion.SetFromToRotation(transform.position, m_NextPoint.position);
//Move the GameObject towards the second GameObject
transform.position = Vector3.Lerp(transform.position, m_NextPoint.position, m_Speed * Time.deltaTime);
//Rotate the GameObject towards the second GameObject
transform.rotation = m_MyQuaternion * transform.rotation;
}
}
```
`no example available in JavaScript`
```//In this example your GameObject rotates towards the position of the mouseusing UnityEngine;public class Example2 : MonoBehaviour
{
Quaternion m_MyQuaternion;
float m_Speed = 1.0f;
Vector3 m_MousePosition;    void Start()
{
m_MyQuaternion = new Quaternion();
}    void Update()
{
//Fetch the mouse's position
m_MousePosition = Input.mousePosition;
//Fix how far into the scene the mouse should be
m_MousePosition.z = 50.0f;
//Transform the mouse position into world space
m_MousePosition = Camera.main.ScreenToWorldPoint(m_MousePosition);        //Set the Quaternion rotation from the GameObject's position to the mouse position
m_MyQuaternion.SetFromToRotation(transform.position, m_MousePosition);
//Move the GameObject towards the mouse position
transform.position = Vector3.Lerp(transform.position, m_MousePosition, m_Speed * Time.deltaTime);
//Rotate the GameObject towards the mouse position
transform.rotation = m_MyQuaternion * transform.rotation;
}
}
```