| Angle(QuaternionD a, QuaternionD b) | UnityEngine.QuaternionD | inlinestatic |
| AngleAxis(double angle, Vector3d axis) | UnityEngine.QuaternionD | inlinestatic |
| AxisAngle(Vector3d axis, double angle) | UnityEngine.QuaternionD | inlinestatic |
| Dot(QuaternionD a, QuaternionD b) | UnityEngine.QuaternionD | inlinestatic |
| Equals(object other) | UnityEngine.QuaternionD | inline |
| Euler(double x, double y, double z) | UnityEngine.QuaternionD | inlinestatic |
| Euler(Vector3d euler) | UnityEngine.QuaternionD | inlinestatic |
| EulerAngles(double x, double y, double z) | UnityEngine.QuaternionD | inlinestatic |
| EulerAngles(Vector3d euler) | UnityEngine.QuaternionD | inlinestatic |
| eulerAngles | UnityEngine.QuaternionD | |
| EulerRotation(double x, double y, double z) | UnityEngine.QuaternionD | inlinestatic |
| EulerRotation(Vector3d euler) | UnityEngine.QuaternionD | inlinestatic |
| FrameVectors(out Vector3d frameX, out Vector3d frameY, out Vector3d frameZ) | UnityEngine.QuaternionD | inline |
| FromToRotation(Vector3d fromDirection, Vector3d toDirection) | UnityEngine.QuaternionD | inlinestatic |
| GetHashCode() | UnityEngine.QuaternionD | inline |
| identity | UnityEngine.QuaternionD | static |
| Inverse(QuaternionD q) | UnityEngine.QuaternionD | inlinestatic |
| Lerp(QuaternionD from, QuaternionD to, double t) | UnityEngine.QuaternionD | inlinestatic |
| LookRotation(Vector3d forward, Vector3d up) | UnityEngine.QuaternionD | inlinestatic |
| LookRotation(Vector3d forward) | UnityEngine.QuaternionD | inlinestatic |
| operator QuaternionD(UnityEngine.Quaternion q) | UnityEngine.QuaternionD | inlinestatic |
| operator UnityEngine.Quaternion(QuaternionD q) | UnityEngine.QuaternionD | inlinestatic |
| operator!=(QuaternionD lhs, QuaternionD rhs) | UnityEngine.QuaternionD | inlinestatic |
| operator*(QuaternionD lhs, QuaternionD rhs) | UnityEngine.QuaternionD | inlinestatic |
| operator*(QuaternionD rotation, Vector3d point) | UnityEngine.QuaternionD | inlinestatic |
| operator==(QuaternionD lhs, QuaternionD rhs) | UnityEngine.QuaternionD | inlinestatic |
| QuaternionD(double x, double y, double z, double w) | UnityEngine.QuaternionD | inline |
| QuaternionD(Vector3d X, Vector3d Y, Vector3d Z) | UnityEngine.QuaternionD | inline |
| RotateTowards(QuaternionD from, QuaternionD to, double maxDegreesDelta) | UnityEngine.QuaternionD | inlinestatic |
| SetAxisAngle(Vector3d axis, double angle) | UnityEngine.QuaternionD | inline |
| SetEulerAngles(double x, double y, double z) | UnityEngine.QuaternionD | inline |
| SetEulerAngles(Vector3d euler) | UnityEngine.QuaternionD | inline |
| SetEulerRotation(double x, double y, double z) | UnityEngine.QuaternionD | inline |
| SetEulerRotation(Vector3d euler) | UnityEngine.QuaternionD | inline |
| SetFromToRotation(Vector3d fromDirection, Vector3d toDirection) | UnityEngine.QuaternionD | inline |
| SetLookRotation(Vector3d view) | UnityEngine.QuaternionD | inline |
| SetLookRotation(Vector3d view, Vector3d up) | UnityEngine.QuaternionD | inline |
| Slerp(QuaternionD from, QuaternionD to, double t) | UnityEngine.QuaternionD | inlinestatic |
| swizzle | UnityEngine.QuaternionD | |
| this[int index] | UnityEngine.QuaternionD | |
| ToAngleAxis(out double angle, out Vector3d axis) | UnityEngine.QuaternionD | inline |
| ToAxisAngle(out Vector3d axis, out double angle) | UnityEngine.QuaternionD | inline |
| ToEuler() | UnityEngine.QuaternionD | inline |
| ToEulerAngles(QuaternionD rotation) | UnityEngine.QuaternionD | inlinestatic |
| ToEulerAngles() | UnityEngine.QuaternionD | inline |
| ToString() | UnityEngine.QuaternionD | inline |
| ToString(string format) | UnityEngine.QuaternionD | inline |
| w | UnityEngine.QuaternionD | |
| x | UnityEngine.QuaternionD | |
| y | UnityEngine.QuaternionD | |
| z | UnityEngine.QuaternionD | |