static operator * (lhs : Quaternion, rhs : Quaternion) : 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. Note that this means rotations are not commutative, so
lhs * rhs does not give the same rotation as rhs * lhs.
var extraRotation : Transform;
transform.rotation *= extraRotation.rotation;
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Transform extraRotation;
void Example() {
transform.rotation *= extraRotation.rotation;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public extraRotation as Transform
def Example():
transform.rotation *= extraRotation.rotation
static operator * (rotation : Quaternion, point : Vector3) : Vector3
Description
Rotates the point point with rotation.
var relativeDirection = Vector3.forward;
function Update () {
var absoluteDirection = transform.rotation * relativeDirection;
transform.position += absoluteDirection * Time.deltaTime;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Vector3 relativeDirection = Vector3.forward;
void Update() {
Vector3 absoluteDirection = transform.rotation * relativeDirection;
transform.position += absoluteDirection * Time.deltaTime;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public relativeDirection as Vector3 = Vector3.forward
def Update():
absoluteDirection as Vector3 = (transform.rotation * relativeDirection)
transform.position += (absoluteDirection * Time.deltaTime)