Quaternion









How do I use Quaternion
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: Demo2DJumpAndRun.cs Copy
6     void OnJoinedRoom()
7     {
8         if( PhotonNetwork.isMasterClient == false )
9         {
10             return;
11         }
12
13         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 5.5f, 0 ), Quaternion.identity, 0, null );
14         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 4.5f, 0 ), Quaternion.identity, 0, null );
15         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 3.5f, 0 ), Quaternion.identity, 0, null );
16
17         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 5.5f, 0 ), Quaternion.identity, 0, null );
18         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 4.5f, 0 ), Quaternion.identity, 0, null );
19         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 3.5f, 0 ), Quaternion.identity, 0, null );
20     }
File name: InstantiateCube.cs Copy
12     void OnClick()
13     {
14         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
15         {
16             // only use PhotonNetwork.Instantiate while in a room.
17             return;
18         }
19
20         switch (InstantiateType)
21         {
22             case 0:
23                 PhotonNetwork.Instantiate(Prefab.name, this.transform.position + 3*Vector3.up, Quaternion.identity, 0);
24                 break;
25             case 1:
26                 PhotonNetwork.InstantiateSceneObject(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0, null);
27                 break;
28         }
29     }
File name: OnJoinInstantiate.cs Copy
13     public void OnJoinedRoom()
14     {
15         Vector3 pos = Vector3.zero;
16         pos.x += PhotonNetwork.player.ID;
17
18         if (!InstantiateSceneObjects)
19         {
20
21              newObj = PhotonNetwork.Instantiate(ObjectToInstantiate.name, pos, Quaternion.identity, 0, null);
22
23
24             // anything you do with newObj locally is not reflected on the other clients.
25             // you can add a script to the Prefab to do some instantiation in Awake() and you can call RPCs on newObj now.
26         }
27         else
28         {
29             newObj = PhotonNetwork.InstantiateSceneObject(ObjectToInstantiate.name, pos, Quaternion.identity, 0, null);
30             //PhotonView pv = newObj.GetComponent() as PhotonView;
31             //Debug.Log(pv.ownerId + " " + pv.viewID);
32         }
33     }
File name: DemoMecanimGUI.cs Copy
192     private void CreatePlayerObject()
193     {
194         Vector3 position = new Vector3( -2, 0, 0 );
195         position.x += Random.Range( -3f, 3f );
196         position.z += Random.Range( -4f, 4f );
197
198         GameObject newPlayerObject = PhotonNetwork.Instantiate( "Robot Kyle Mecanim", position, Quaternion.identity, 0 );
199         m_AnimatorView = newPlayerObject.GetComponent();
200     }
File name: PickupCamera.cs Copy
94     void Apply( Transform dummyTarget, Vector3 dummyCenter )
95     {
96         // Early out if we don't have a target
97         if( !controller )
98             return;
99
100         Vector3 targetCenter = _target.position + centerOffset;
101         Vector3 targetHead = _target.position + headOffset;
102
103         // DebugDrawStuff();
104
105         // Calculate the current & target rotation angles
106         float originalTargetAngle = _target.eulerAngles.y;
107         float currentAngle = cameraTransform.eulerAngles.y;
108
109         // Adjust real target angle when camera is locked
110         float targetAngle = originalTargetAngle;
111
112         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
113         // It will stop snapping when it reaches the target
114         if( Input.GetButton( "Fire2" ) )
115             snap = true;
116
117         if( snap )
118         {
119             // We are close to the target, so we can stop snapping now!
120             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
121                 snap = false;
122
123             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
124         }
125         // Normal camera motion
126         else
127         {
128             if( controller.GetLockCameraTimer() < lockCameraTimeout )
129             {
130                 targetAngle = currentAngle;
131             }
132
133             // Lock the camera when moving backwards!
134             // * It is really confusing to do 180 degree spins when turning around.
135             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
136                 targetAngle += 180;
137
138             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
139         }
140
141
142         // When jumping don't move camera upwards but only down!
143         if( controller.IsJumping() )
144         {
145             // We'd be moving the camera upwards, do that only if it's really high
146             float newTargetHeight = targetCenter.y + height;
147             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
148                 targetHeight = targetCenter.y + height;
149         }
150         // When walking always update the target height
151         else
152         {
153             targetHeight = targetCenter.y + height;
154         }
155
156         // Damp the height
157         float currentHeight = cameraTransform.position.y;
158         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
159
160         // Convert the angle into a rotation, by which we then reposition the camera
161         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
162
163         // Set the position of the camera on the x-z plane to:
164         // distance meters behind the target
165         cameraTransform.position = targetCenter;
166         cameraTransform.position += currentRotation * Vector3.back * distance;
167
168         // Set the height of the camera
169         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
170
171         // Always look at the target
172         SetUpRotation( targetCenter, targetHead );
173     }
File name: PickupCamera.cs Copy
198     void SetUpRotation( Vector3 centerPos, Vector3 headPos )
199     {
200         // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
201         // * When jumping up and down we don't want to center the guy in screen space.
202         // This is important to give a feel for how high you jump and avoiding large camera movements.
203         //
204         // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
205         //
206         // So here is what we will do:
207         //
208         // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
209         // 2. When grounded we make him be centered
210         // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
211         // 4. When landing we smoothly interpolate towards centering him on screen
212         Vector3 cameraPos = cameraTransform.position;
213         Vector3 offsetToCenter = centerPos - cameraPos;
214
215         // Generate base rotation only around y-axis
216         Quaternion yRotation = Quaternion.LookRotation( new Vector3( offsetToCenter.x, 0, offsetToCenter.z ) );
217
218         Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height;
219         cameraTransform.rotation = yRotation * Quaternion.LookRotation( relativeOffset );
220
221         // Calculate the projected center position and top position in world space
222         Ray centerRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, 0.5f, 1 ) );
223         Ray topRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, clampHeadPositionScreenSpace, 1 ) );
224
225         Vector3 centerRayPos = centerRay.GetPoint( distance );
226         Vector3 topRayPos = topRay.GetPoint( distance );
227
228         float centerToTopAngle = Vector3.Angle( centerRay.direction, topRay.direction );
229
230         float heightToAngle = centerToTopAngle / ( centerRayPos.y - topRayPos.y );
231
232         float extraLookAngle = heightToAngle * ( centerRayPos.y - centerPos.y );
233         if( extraLookAngle < centerToTopAngle )
234         {
235             extraLookAngle = 0;
236         }
237         else
238         {
239             extraLookAngle = extraLookAngle - centerToTopAngle;
240             cameraTransform.rotation *= Quaternion.Euler( -extraLookAngle, 0, 0 );
241         }
242     }
File name: PickupController.cs Copy
151     void Update()
152     {
153         if (isControllable)
154         {
155             if (Input.GetButtonDown("Jump"))
156             {
157                 lastJumpButtonTime = Time.time;
158             }
159
160             UpdateSmoothedMovementDirection();
161
162             // Apply gravity
163             // - extra power jump modifies gravity
164             // - controlledDescent mode modifies gravity
165             ApplyGravity();
166
167             // Apply jumping logic
168             ApplyJumping();
169
170
171             // Calculate actual motion
172             Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
173             movement *= Time.deltaTime;
174
175             //Debug.Log(movement.x.ToString("0.000") + ":" + movement.z.ToString("0.000"));
176
177             // Move the controller
178             CharacterController controller = GetComponent();
179             collisionFlags = controller.Move(movement);
180
181         }
182
183         // PUN: if a remote position is known, we smooth-move to it (being late(r) but smoother)
184         if (this.remotePosition != Vector3.zero)
185         {
186             transform.position = Vector3.Lerp(transform.position, this.remotePosition, Time.deltaTime * this.RemoteSmoothing);
187         }
188
189         velocity = (transform.position - lastPos)*25;
190
191         // ANIMATION sector
192         if (_animation)
193         {
194             if (_characterState == PickupCharacterState.Jumping)
195             {
196                 if (!jumpingReachedApex)
197                 {
198                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
199                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
200                     _animation.CrossFade(jumpPoseAnimation.name);
201                 }
202                 else
203                 {
204                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
205                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
206                     _animation.CrossFade(jumpPoseAnimation.name);
207                 }
208             }
209             else
210             {
211                 if (_characterState == PickupCharacterState.Idle)
212                 {
213                     _animation.CrossFade(idleAnimation.name);
214                 }
215                 else if (_characterState == PickupCharacterState.Running)
216                 {
217                     _animation[runAnimation.name].speed = runMaxAnimationSpeed;
218                     if (this.isControllable)
219                     {
220                         _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
221                     }
222                     _animation.CrossFade(runAnimation.name);
223                 }
224                 else if (_characterState == PickupCharacterState.Trotting)
225                 {
226                     _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
227                     if (this.isControllable)
228                     {
229                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
230                     }
231                     _animation.CrossFade(walkAnimation.name);
232                 }
233                 else if (_characterState == PickupCharacterState.Walking)
234                 {
235                     _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
236                     if (this.isControllable)
237                     {
238                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
239                     }
240                     _animation.CrossFade(walkAnimation.name);
241                 }
242
243                 if (_characterState != PickupCharacterState.Running)
244                 {
245                     _animation[runAnimation.name].time = 0.0f;
246                 }
247             }
248         }
249         // ANIMATION sector
250
251         // Set rotation to the move direction
252         if (IsGrounded())
253         {
254             // a specialty of this controller: you can disable rotation!
255             if (DoRotate)
256             {
257                 transform.rotation = Quaternion.LookRotation(moveDirection);
258             }
259         }
260         else
261         {
262             /* This causes choppy behaviour when colliding with SIDES
263              * Vector3 xzMove = velocity;
264             xzMove.y = 0;
265             if (xzMove.sqrMagnitude > 0.001f)
266             {
267                 transform.rotation = Quaternion.LookRotation(xzMove);
268             }*/
269         }
270
271         // We are in jump mode but just became grounded
272         if (IsGrounded())
273         {
274             lastGroundedTime = Time.time;
275             inAirVelocity = Vector3.zero;
276             if (jumping)
277             {
278                 jumping = false;
279                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
280             }
281         }
282
283         lastPos = transform.position;
284     }
File name: DemoRPGMovement.cs Copy
13     void CreatePlayerObject()
14     {
15         Vector3 position = new Vector3( 33.5f, 1.5f, 20.5f );
16
17         GameObject newPlayerObject = PhotonNetwork.Instantiate( "Robot Kyle RPG", position, Quaternion.identity, 0 );
18
19         Camera.Target = newPlayerObject.transform;
20     }
File name: RPGCamera.cs Copy
58     void UpdateRotation()
59     {
60         if( Input.GetMouseButton( 0 ) == true || Input.GetMouseButton( 1 ) == true )
61         {
62             transform.Rotate( 0, Input.GetAxis( "Mouse X" ) * TurnModifier, 0 );
63         }
64
65         if( Input.GetMouseButton( 1 ) == true && Target != null )
66         {
67             Target.rotation = Quaternion.Euler( 0, transform.rotation.eulerAngles.y, 0 );
68         }
69     }
File name: CubeExtra.cs Copy
21     // this method is called by PUN when this script is being "observed" by a PhotonView (setup in inspector)
22     public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
23     {
24         // Always send transform (depending on reliability of the network view)
25         if (stream.isWriting)
26         {
27             Vector3 pos = transform.localPosition;
28             Quaternion rot = transform.localRotation;
29             stream.Serialize(ref pos);
30             stream.Serialize(ref rot);
31         }
32         // When receiving, buffer the information
33         else
34         {
35             // Receive latest state information
36             Vector3 pos = Vector3.zero;
37             Quaternion rot = Quaternion.identity;
38             stream.Serialize(ref pos);
39             stream.Serialize(ref rot);
40
41             lastMovement = (pos - latestCorrectPos) / (Time.time - lastTime);
42
43             lastTime = Time.time;
44             latestCorrectPos = pos;
45
46             transform.position = latestCorrectPos;
47         }
48     }

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