public void LookRotation() { for (int i = 0; i < count; i++) { float ax, ay, az; ax = UnityEngine.Random.Range(-10F, 10F); ay = UnityEngine.Random.Range(-10F, 10F); az = UnityEngine.Random.Range(-10F, 10F); Quaternion value = Quaternion.LookRotation(new Vector3(ax, ay, az)); Quaterniond valued = Quaterniond.LookRotation(new Vector3d(ax, ay, az)); Assert.True(Approximate(value, valued)); } }