Legacy Documentation: Version 5.2
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Quaternion.operator *

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public static operator *(lhs: Quaternion, rhs: Quaternion): Quaternion;
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.

#pragma strict
public var extraRotation: Transform;
// Applies the rotation of extraRotation to the current rotation.
transform.rotation *= extraRotation.rotation;
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform extraRotation; // Applies the rotation of extraRotation to the current rotation. void Example() { transform.rotation *= extraRotation.rotation; } }

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

Parameters

Description

Rotates the point point with rotation.

#pragma strict
// Moves the object along relativeDirection
// Usually you would use transform.Translate for this
public var relativeDirection: Vector3 = Vector3.forward;
function Update() {
	var absoluteDirection: Vector3 = transform.rotation * relativeDirection;
	transform.position += absoluteDirection * Time.deltaTime;
}
using UnityEngine;
using System.Collections;

// Moves the object along relativeDirection // Usually you would use transform.Translate for this public class ExampleClass : MonoBehaviour { public Vector3 relativeDirection = Vector3.forward; void Update() { Vector3 absoluteDirection = transform.rotation * relativeDirection; transform.position += absoluteDirection * Time.deltaTime; } }