Answers for "Translate Vector3 by Vector3"
http://answers.unity.com/questions/475692/translate-vector3-by-vector3.html
The latest answers for the question "Translate Vector3 by Vector3"Answer by Owen-Reynolds
http://answers.unity.com/answers/475713/view.html
Something like `transform.Translate(0,0,1)` takes the rotation into account. So, it's doing a lot of math to figure out where "+1 z" really goes.
But just your position vector doesn't have a facing. That means all math is global, which is easy: `A=A+B;` or `A=A+Vector3.forward;`
If you are faking a transform, with a quaternion Q and a vector position A, use: `A=A+Q*B;`. That will move by a version of B rotated by Q.Sun, 16 Jun 2013 20:50:48 GMTOwen-Reynolds