Incresing in game angle

So, I need on some special item pickup player rotation will be increased by 2 times.

 private float IncreaseCoef = 2f;

void setNewData()
    {
        Camera cam = GetComponent<Camera>();
        cam.SetStereoViewMatrix(Camera.StereoscopicEye.Left, cam.worldToCameraMatrix);
        cam.SetStereoViewMatrix(Camera.StereoscopicEye.Right, cam.worldToCameraMatrix);

        Player1.transform.localRotation = getRotation()  * IncreaseCoef; //HERE I AM TRYING INCREASE

public Quaternion getRotation()
    {
        Quaternion rotation ;
        rotation.x = -curr_pose.q_y;
        rotation.y = curr_pose.q_z;
        rotation.z = -curr_pose.q_x;
        rotation.w = curr_pose.q_w;

        Vector3 eul_rotation ;
        eul_rotation.x = -rotation.eulerAngles.x;
        eul_rotation.y = -rotation.eulerAngles.y ;
        eul_rotation.z = rotation.eulerAngles.z ;
        Quaternion adjusted_rotation = Quaternion.Euler(eul_rotation) ;
        DataForCalcR = rotation;

        return adjusted_rotation;
    }

Could you be more specific?
Have you a quaternion variable named curr_pose? what it’s purpose ( I don’t understand why switch x, y and z ) ?

trying to understand what are you trying to do.

curr_pose it’s for coord in VR

How can I multiply result of getRotation function?

So, you want do double the rotation, assuming IncreaseCoef is 2f. is that correct?

correct
so if I set IncreaseCoef = 1f it will be normal rotation and if 2f will be increased

Now I get it. What i don’t understand is your modification on GetRotation(). What values curr_pose receive?
Ps.: Sorry for taking some time to help you, VR is not my field, although rotation, should be an easy thing. If you’re rotating, I would just slerp between current rotation and a new rotation ( there i’d use your Coef ), based on the input/received value.