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# Quaternion.w

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public float w;

## Description

W component of the Quaternion. Do not directly modify quaternions.

A quaternion can represent a 3D rotation and is defined by 4 real numbers. x, y and z represent a vector. w is a scalar that stores the rotation around the vector. More details about quaternions can be located at https://scriptinghelpers.org/blog/how-to-think-about-quaternions.

```using System.Collections;
using System.Collections.Generic;
using UnityEngine;// Quaternion-w script example
// Create a Sphere and apply a texture to help the orientation be recognised.
// At each second the sphere is rotated and the quaternion is displayed.public class ExampleClass : MonoBehaviour
{
private float timeDelay = 0.0f;
private Quaternion q;
private string label = "";    void Awake()
{
// Add a line that passes through the y axis of the sphere and make
// the line as a child.
GameObject line = GameObject.CreatePrimitive(PrimitiveType.Cube);
line.transform.localScale = new Vector3(0.05f, 1.5f, 0.05f);
line.transform.parent = gameObject.transform;
}    void Update()
{
if (timeDelay > 1.0f)
{
Vector3 v;            // generate a random euler angle
v.x = Random.Range(0.0f, 360.0f);
v.y = Random.Range(0.0f, 360.0f);
v.z = Random.Range(0.0f, 360.0f);            // convert the euler into a quaternion
q = Quaternion.Euler(v);            // and apply it to the sphere
transform.rotation = q;            // generate a string
label = q.ToString("f3");            // and start another 1 second delay
timeDelay = 0.0f;
}
timeDelay += Time.deltaTime;
}    // display the quaternion as a string
void OnGUI()
{
GUI.skin.label.fixedHeight = 40;
GUI.skin.label.fontSize = 24;
GUI.Label(new Rect(10, 10, 400, 30), label);
}
}
```