unity rotate vector
Vector3 rotated = Quaternion.AngleAxis(-45, Vector3.up) * vector;
unity rotate vector
Vector3 rotated = Quaternion.AngleAxis(-45, Vector3.up) * vector;
rotate vector3 around pivot point unity
public Vector3 RotatePointAroundPivot(Vector3 point, Vector3 pivot, Vector3 angles) { return Quaternion.Euler(angles) * (point - pivot) + pivot; }
unity rotate vector3
Quaternion rotation = Quaternion.Euler(x,y,z);
Vector3 myVector = Vector3.one;
Vector3 rotateVector = rotation * myVector;
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