public static TSQuaternion FromToRotation(FPVector3 fromVector, FPVector3 toVector) { FPVector3 w = FPVector3.Cross(fromVector, toVector); TSQuaternion q = new TSQuaternion(w.x, w.y, w.z, FPVector3.Dot(fromVector, toVector)); q.w += FP.Sqrt(fromVector.sqrMagnitude * toVector.sqrMagnitude); q.Normalize(); return(q); }