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Quaternion

Quaternions are used to represent rotations. They are compact, don't suffer from gimbal lock and can easily be interpolated. Unity internally uses Quaternions to represent all rotations.

Members

Properties

NameDescription
Quaternion.eulerAnglesReturns or sets the euler angle representation of the rotation.
Quaternion.normalizedReturns this quaternion with a magnitude of 1 (Read Only).
Quaternion.wW component of the Quaternion. Do not directly modify quaternions.
Quaternion.xX component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
Quaternion.yY component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
Quaternion.z

Static Properties

NameDescription
Quaternion.identityThe identity rotation (Read Only).

Constructor

NameDescription
Quaternion(x, y, z, w)Constructs new Quaternion with given x,y,z,w components.

Methods

NameDescription
Quaternion.LerpUnclamped(a, b, t)Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped.
Quaternion.Set(newX, newY, newZ, newW)Set x, y, z and w components of an existing Quaternion.
Quaternion.SetFromToRotation(fromDirection, toDirection)Creates a rotation which rotates from fromDirection to toDirection.
Quaternion.SetLookRotation(view, up=Vector3.up)Creates a rotation with the specified forward and upwards directions.
Quaternion.ToAngleAxis()Converts a rotation to angle-axis representation (angles in degrees).

Static Methods

NameDescription
Quaternion.Angle(a, b)Returns the angle in degrees between two rotations a and b.
Quaternion.AngleAxis(angle, axis)Creates a rotation which rotates angle degrees around axis.
Quaternion.Dot(a, b)The dot product between two rotations.
Quaternion.Euler(x, y, z)Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order.
Quaternion.FromToRotation(fromDirection, toDirection)Creates a rotation which rotates from fromDirection to toDirection.
Quaternion.Inverse(rotation)Returns the Inverse of rotation.
Quaternion.Lerp(a, b, t)Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].
Quaternion.LookRotation(forward, upwards =Vector3.up)Creates a rotation with the specified forward and upwards directions.
Quaternion.Normalize(q)Converts this quaternion to one with the same orientation but with a magnitude of 1.
Quaternion.RotateTowards(from, to, maxDegreesDelta)Rotates a rotation from towards to.
Quaternion.Slerp(a, b, t)Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1].
Quaternion.SlerpUnclamped(a, b, t)Spherically interpolates between a and b by t. The parameter t is not clamped.

Operators

NameDescription
Operator (Quaternion*Quaternion)Combines rotations lhs and rhs.

| Operator (Quaternion*Vector3) | Rotates the point rhs with rotation lhs. |

| Operator (Quaternion==Quaternion) | Are two quaternions equal to each other? This function tests whether dot product of two quaternions is close to 1.0. Note that because quaternions can represent rotations that are up to two full revolutions (720 degrees), this comparison can return false even if resulting rotations look the same. |