Legacy Documentation: Version 5.3
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


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.


Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



Switch to Manual
public function MoveRotation(rot: Quaternion): void;
public void MoveRotation(Quaternion rot);


rot The new rotation for the Rigidbody.


Rotates the rigidbody to rotation.

Use Rigidbody.MoveRotation to rotate a Rigidbody, complying with the Rigidbody's interpolation setting.

If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody.MoveRotation will resulting in a smooth transition between the two positions in any intermediate frames rendered. This should be used if you want to continuously rotate a rigidbody in each FixedUpdate.

Set Rigidbody.rotation instead, if you want to teleport a rigidbody from one rotation to another, with no intermediate positions being rendered.

var eulerAngleVelocity : Vector3;
var rb: Rigidbody;

function Start() { rb = GetComponent.<Rigidbody>(); }

function FixedUpdate () { var deltaRotation : Quaternion = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime); rb.MoveRotation(rb.rotation * deltaRotation); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Vector3 eulerAngleVelocity; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void FixedUpdate() { Quaternion deltaRotation = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime); rb.MoveRotation(rb.rotation * deltaRotation); } }

Teleports the object (rather than a smooth transition) if it has isKinematic set false.