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Quaternion.operator *

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


lhsLeft-hand side quaternion.
rhsRight-hand side quaternion.


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.

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 Vector3 operator *(Quaternion rotation, Vector3 point);


Rotates the point point with rotation.

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; } }

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