Quaternion.operator *static operator * (lhs : Quaternion, rhs : Quaternion) : QuaternionDescriptionCombines rotations lhs and rhs. Rotating a point first with lhs and then with rhs is the same as rotating the point by the combined rotation. Note that rotations are not commutative: lhs * rhs does not equal to rhs * lhs.
JavaScripts
// Applies the rotation of
// extraRotation to the current rotation var extraRotation : Transform; transform.rotation *= extraRotation.rotation; using UnityEngine;
using System.Collections; public class example : MonoBehaviour { public Transform extraRotation; void Awake() { transform.rotation *= extraRotation.rotation; } } import UnityEngine
import System.Collections class example(MonoBehaviour): public extraRotation as Transform def Awake(): transform.rotation *= extraRotation.rotation static operator * (rotation : Quaternion, point : Vector3) : Vector3DescriptionRotates the point point with rotation.
JavaScripts
// Moves the object along relativeDirection
// Usually you would use transform.Translate for this var relativeDirection = Vector3.forward; function Update () { var absoluteDirection = transform.rotation * relativeDirection; transform.position += absoluteDirection * Time.deltaTime; } using UnityEngine;
using System.Collections; public class example : MonoBehaviour { public Vector3 relativeDirection = Vector3.forward; void Update() { Vector3 absoluteDirection = transform.rotation * relativeDirection; transform.position += absoluteDirection * Time.deltaTime; } } import UnityEngine
import System.Collections class example(MonoBehaviour): public relativeDirection as Vector3 = Vector3.forward def Update(): absoluteDirection as Vector3 = (transform.rotation * relativeDirection) transform.position += (absoluteDirection * Time.deltaTime) |
