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Question by SubSonicSausage · Apr 12, 2018 at 04:51 PM · unity 5rotation

Quaternion * Vector does not work (and its not about the order)

Hi! Newbie here. I'm trying to rotate a camera around the player. I am taking a vector that starts at the player position and ends at the camera, and multiply it by a quaternion. The result is... well, the camera is where it should be, but there is no rotation. No errors either.

     void Start () {
         offset = transform.position - player.transform.position ;
     }

     void FixedUpdate () {
         var xTurnAxis = Input.GetAxis("Horizontal Turn") * Time.deltaTime * 150.0f;
 
         Vector3 rotatedOffset = Quaternion.Euler(0,xTurnAxis,0) * offset;
         transform.position = rotatedOffset + player.transform.position;
     }

I made a different scene to test if I'm doing something wrong with the quaternion multiplication and its seems that it does not always work. For example, this rotates the vector just fine:

 Vector3 idk = Quaternion.Euler(0, 45, 0) * transform.forward;

While this does not:

 transform.position = Quaternion.Euler(0, 45, 0) * new Vector3(0, (transform.position.y + 0.05f), 0);

I feel like I'm missing something obvious here.

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