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.
CloseFor 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.
Closelhs | Left-hand side quaternion. |
rhs | Right-hand side quaternion. |
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.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform extraRotation; // Applies the rotation ofextraRotation
to the current rotation. void Example() { transform.rotation *= extraRotation.rotation; } }
Rotates the point point
with rotation
.
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; } }