public void AngleAxis() { for (int i = 0; i < count; i++) { float ax, ay, az; float p; ax = UnityEngine.Random.Range(0, 360F); ay = UnityEngine.Random.Range(0, 360F); az = UnityEngine.Random.Range(0, 360F); p = UnityEngine.Random.Range(0, 360F); Quaternion value = Quaternion.AngleAxis(p, new Vector3(ax, ay, az)); Quaterniond valued = Quaterniond.AngleAxis(p, new Vector3d(ax, ay, az)); Assert.True(Approximate(value, valued)); } }