# AngularVelocityToQuaternion(float, float, TransformPlane)

> Calculate a Quaternion given a 2D angular velocity and a time to integrate over using the selected transform plane.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.LowLevelPhysics2D](/engine/6000.3/script-reference/unityengine/lowlevelphysics2d.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public static Quaternion AngularVelocityToQuaternion(float angularVelocity, float deltaTime, PhysicsWorld.TransformPlane transformPlane)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The 2D angular velocity, in radians.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The time over which to apply the angular velocity, in seconds.**** (\[TransformPlane]\(/engine/6000.3/script-reference/unityengine/lowlevelphysics2d/physicsworld/transformplane)): The transform plane to use.

### Returns

| Type                                                                    | Description               |
| ----------------------------------------------------------------------- | ------------------------- |
| [Quaternion](/engine/6000.3/script-reference/unityengine/quaternion.md) | The transformed rotation. |
