Quaternion.operator *
static function 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.
	// Applies the rotation of
	// extraRotation to the current rotation.

var extraRotation : Transform; transform.rotation *= extraRotation.rotation;
static function operator *(rotation: Quaternion, point: Vector3): Vector3;
Description

Rotates the point point with rotation.

	// Moves the object along relativeDirection
	// Usually you would use transform.Translate for this

var relativeDirection = Vector3.forward;

function Update () { var absoluteDirection = transform.rotation * relativeDirection; transform.position += absoluteDirection * Time.deltaTime; }