In Unity, Quaternion is used to represent rotation, which is a `struct`

, contains 4 components, **x, y, z and w**, representing a gameobject's coordinator in the scene. We can use Quaternion to do some common actions such as

Here's an example of how you might use a Quaternion in Unity:

```
using UnityEngine;
public class Example : MonoBehaviour
{
public float rotationSpeed = 10.0f;
private Quaternion targetRotation;
void Start()
{
targetRotation = Quaternion.Euler(0, 90, 0);
}
void Update()
{
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
}
```

In this example, we use the `Quaternion.Euler`

method to set the target rotation to a rotation of 90 degrees around the y-axis. In each `Update`

call, we use the `Quaternion.Slerp`

method to interpolate the rotation of the object `transform`

from its current rotation to the target rotation over time. The interpolation is controlled by the `rotationSpeed`

variable, which determines the speed at which the rotation occurs, and the `Time.deltaTime`

value, which gives us the time elapsed since the last `Update`

call.