Answers for "Add or substract two quaternions/rotations"
http://answers.unity.com/questions/130510/add-or-substract-two-quaternionsrotations.html
The latest answers for the question "Add or substract two quaternions/rotations"Answer by Cameron_SM
http://answers.unity.com/answers/659240/view.html
I'm not sure why Peter G's response was voted as correct or voted up, it's simply wrong.
Multiplying a Quaternion by a vector returns **another vector**, and the vector you multiply by should be a direction vector (representing a direction from the origin), not a set of floats representing euler angles in degrees. The result of that multiply operation is that direction vector rotated by the Quaternion.
In order to add two quaternion rotations correctly you multiply them:
Quaternion newRotation = transform.rotation * otherTransform.rotation
To subtract you need to multiply by the inverse:
// Rotate back to the starting position
transform.rotation = newRotation * Quaternion.Inverse(otherTransform.rotation)
Alternatively, you can use Euler Angles and simply + (Add) or - (Subtract) the values then convert the result to a Quaternion.Sun, 09 Mar 2014 07:20:40 GMTCameron_SMAnswer by Peter G
http://answers.unity.com/answers/130513/view.html
Multiplying should give you the result you want.
transform.rotation * Quaternion.Euler();Wed, 15 Jun 2011 17:34:59 GMTPeter G