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Question by deltron1830 · Dec 08, 2016 at 08:55 PM · vector3quaternion

Order matters when multiplying Quaternion by Vector3... Possible bug??

So, according to visual studio, this is ok (WindDirection is a Vector3)

 WindDirection = Quaternion.Euler(0f,Random.Range(-10f,10f), 0f) * WindDirection;

But this is not...

 WindDirection =   WindDirection * Quaternion.Euler(0f,Random.Range(-10f,10f), 0f) ;

Why does the order they are in matter?? Did The Unity devs forget to write a method for that operation!?!?!?

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Answer by tanoshimi · Dec 08, 2016 at 09:11 PM

That's correct. Because Quaternion multiplication is non-commutative. i.e. order matters.

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avatar image deltron1830 · Dec 08, 2016 at 09:37 PM 0
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Ok. I did not know that! For me Quaternions black boxes of mystery that work very well! :)

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