Answers for "Rotating a direction Vector3 by Quaternion"
http://answers.unity.com/questions/859020/force-from-camera-rotation-weird-behavior.html
The latest answers for the question "Rotating a direction Vector3 by Quaternion"Answer by joemane22
http://answers.unity.com/answers/859616/view.html
The solution to this is to use the Unity Matrix4x4 struct. You can easily rotate a vector point after creating the appropriate Matrix by calling Matrix4x4.TRS(Vector3 translation, Vector3 rotation,Vector3 scale). If you pass a zero vector into translation and a one vector into scale and just set the rotation to the desired rotations like this
Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(new Vector3(xRotation, yRotation, zRotation)), Vector3.one);
You can easily rotate a direction Vector by calling
matrix.MultiplyPoint(directionVector);
Hope this helps anyone that may run into this same problem!Sun, 21 Dec 2014 12:58:31 GMTjoemane22Answer by tanoshimi
http://answers.unity.com/answers/859565/view.html
Don't you just want camera.transform.forward ?Sun, 21 Dec 2014 10:32:44 GMTtanoshimi