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Close ## 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*.

## Description

Rotates the point `point`

with `rotation`

.

using UnityEngine;
using System.Collections;

public class Example2 : MonoBehaviour
{
private void Start()
{
//Creates an array of three points forming a triangle
Vector3[] points = new Vector3[]
{
new Vector3(-1, -1, 0),
new Vector3(1, -1, 0),
new Vector3(0, 1, 0)
};

//Creates a Quaternion rotation of 5 degrees around the Z axis
Quaternion rotation = Quaternion.AngleAxis(5, Vector3.forward);

//Loop through the array of Vector3s and apply the rotation
for (int n = 0; n < points.Length; n++)
{
Vector3 rotatedPoint = rotation * points[n];
//Output the new rotation values
Debug.Log("Point " + n + " rotated: " + rotatedPoint);
}
}
}