lhs | Left-hand side quaternion. |
rhs | Right-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.
#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 ofextraRotation
to the current rotation. void Example() { transform.rotation *= extraRotation.rotation; } }
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; } }