Table of Contents

Class FixedQuaternionExtensions

Namespace
FixedMathSharp

Provides extension methods for converting between Unity Quaternions and FixedMathSharp FixedQuaternions.

public static class FixedQuaternionExtensions
Inheritance
FixedQuaternionExtensions
Inherited Members

Remarks

Unity and FixedMathSharp both use +X as right, +Y as up, and +Z as forward for 3D direction naming. These helpers therefore use direct component mappings. Convert directions into Unity/FixedMathSharp's canonical basis before creating quaternions when data comes from an external convention.

Methods

ToFixedQuaternion(Quaternion)

Converts a Unity Quaternion to a FixedMathSharp FixedQuaternion.

public static FixedQuaternion ToFixedQuaternion(this Quaternion quat)

Parameters

quat Quaternion

The Unity Quaternion to convert.

Returns

FixedQuaternion

A FixedQuaternion with components corresponding to the input Unity Quaternion.

Remarks

This is a direct component mapping. It preserves Unity-facing basis behavior for quaternions such as UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3, UnityEngine.Vector3) when the supplied directions use the shared +Z forward convention.

ToQuaternion(FixedQuaternion)

Converts a FixedMathSharp FixedQuaternion to a Unity Quaternion.

public static Quaternion ToQuaternion(this FixedQuaternion quat)

Parameters

quat FixedQuaternion

The FixedQuaternion to convert.

Returns

Quaternion

A Unity Quaternion with components corresponding to the input FixedQuaternion.

Remarks

This is a direct component mapping. FixedMathSharp rotations created in the canonical +X/+Y/+Z basis preserve their right/up/forward behavior in Unity.