Comments and answers for "Translate Vector3 by Vector3"
http://answers.unity.com/questions/475692/translate-vector3-by-vector3.html
The latest comments and answers for the question "Translate Vector3 by Vector3"Comment by Owen-Reynolds on Owen-Reynolds's comment
http://answers.unity.com/comments/1628368/view.html
It depends. $$anonymous$$ost people use transform.forward and things like that, for local space.Sat, 04 May 2019 08:24:31 GMTOwen-ReynoldsComment by fruktoed on fruktoed's comment
http://answers.unity.com/comments/1628355/view.html
But how about Space.Self and Space.World parameter in this equation?Sat, 04 May 2019 07:12:49 GMTfruktoedComment by andrew-lukasik on andrew-lukasik's answer
http://answers.unity.com/comments/513715/view.html
This works perfectly :) thank you!Mon, 12 Aug 2013 22:01:36 GMTandrew-lukasikAnswer 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