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Question by unityfanboy · Jan 10, 2015 at 08:58 AM · quaternionsvector3.distancevector3.anglemultiply

what does multiplying a vector to quaternion give me.

I'm reading other peoples code and find this interesting lines, where he converted the euler angles to a quaternion

 Quaternion currentRot = Quaternion.eulerAngles(0,30,0);

then multiply it by. vector

 Vector3 pos = currentRot * Vector3.forward * Distance;

if vector 3 is a position and quaternion is rotation. why is pos a vector 3?

will pos rotate the transform.position? could pos be also a quaternion? and Translate the transform.Rotation?

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Answer by Kiwasi · Jan 10, 2015 at 09:18 AM

It gives you a vector rotated by the quaterion. Vectors can be considered lines in space from the origin to the point described.

Translating a quaterion makes no sense. (At least not in Unity, there are probably plenty of mathematical constructs where this is a valid operation.)

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