Version: 2022.1
LanguageEnglish
  • C#

Quaternion.operator *

Suggest a change

Success!

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.

Close

Submission failed

For 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.

Close

Cancel

Switch to Manual
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.

using UnityEngine;
using System.Collections;

public class Example2 : MonoBehaviour { float rotateSpeed = 90;

// Applies a rotation of 90 degrees per second around the Y axis void Update() { float angle = rotateSpeed * Time.deltaTime; transform.rotation *= Quaternion.AngleAxis(angle, Vector3.up); } }

public static Vector3 operator *(Quaternion rotation, Vector3 point);

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); } } }