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public function MoveRotation(rot: Quaternion): void;
public void MoveRotation(Quaternion rot);
public def MoveRotation(rot as Quaternion) as void


Rotates the rigidbody to rotation.

For kinematic rigidbodies it applies friction based on the motion of the rigidbody. This lets you simulate moving / rotating platforms with rigidbodies sitting on top of the elevator. If you want other rigidbodies to interact with the kinematic rigidbody you need to move it in the FixedUpdate function.

	var eulerAngleVelocity : Vector3 = Vector3 (0, 100, 0);
	function FixedUpdate () {
		var deltaRotation : Quaternion = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime);
		rigidbody.MoveRotation(rigidbody.rotation * deltaRotation);
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Vector3 eulerAngleVelocity = new Vector3(0, 100, 0);
    void FixedUpdate() {
        Quaternion deltaRotation = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime);
        rigidbody.MoveRotation(rigidbody.rotation * deltaRotation);
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public eulerAngleVelocity as Vector3 = Vector3(0, 100, 0)

	def FixedUpdate() as void:
		deltaRotation as Quaternion = Quaternion.Euler((eulerAngleVelocity * Time.deltaTime))
		rigidbody.MoveRotation((rigidbody.rotation * deltaRotation))