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    Struct ConstantQuaternion

    Implements
    IConstantNode<quaternion>
    IConstantNode
    IDataNode
    INode
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Runtime
    Assembly: solution.dll
    Syntax
    [Serializable]
    [NodeDescription("The **Quaternion** constant node, returns the user defined rotation based in Quaternion(float x, float y, float z, float w).\n\nQuaternions are used to represent rotations.\nThey are compact, don't suffer from gimbal lock and can easily be interpolated. Unity internally uses Quaternions to represent all rotations.\nYou can use the Quaternion.operator * to rotate one rotation by another, or to rotate a vector by a rotation.Note: that Unity expects Quaternions to be normalized.Note: Constant nodes aren't variables and may not be modified. But you can convert any constant to a variable by right clicking on it and selecting. Constant_Convert.")]
    public struct ConstantQuaternion : IConstantNode<quaternion>, IConstantNode, IDataNode, INode

    Fields

    Name Description
    Value
    ValuePort

    Methods

    Name Description
    Execute<TCtx>(TCtx)

    Extension Methods

    IVisualScriptingEventReceiverJobExtensions.Schedule<TJob, TEvent>(TJob, VisualScriptingEventSystem, JobHandle)
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