# AngularVelocityToQuaternion(float, float, TransformPlane)

> Calculate a Quaternion given a 2D angular velocity and a time to integrate over using the selected transform plane. If PhysicsWorld.TransformPlane.Custom is used, PhysicsWorld.TransformPlane.XY will be used instead which may not provide the correct results.

## Definition

* **Type:** Method
* **Namespace:** [Unity.U2D.Physics](/engine/6000.5/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

```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/6000.5/script-reference/unity/u2d/physics/physicsworld/transformplane)): The transform plane to use.

### Returns

| Type                                                                    | Description               |
| ----------------------------------------------------------------------- | ------------------------- |
| [Quaternion](/engine/6000.5/script-reference/unityengine/quaternion.md) | The transformed rotation. |
