public static Quaternion ToUnityQuaternion(this Improbable.Transform.Quaternion quaternion) { return(new Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W)); }
// Checking for no change, so exact equality is fine public static bool HasChanged(Improbable.Transform.Quaternion a, Improbable.Transform.Quaternion b) { return(a.W != b.W || a.X != b.X || a.Y != b.Y || a.Z != b.Z); }