I'm currently working with BoxCollider.bounds.Contains(), however noticed in the documentation it deals only with AABB. Yet my box itself is rotated. Therefore I'm translating my test point into the boxes world space with point - box.center; However would I still need to apply the rotation to the point, and if so how would I accomplish that. (box.transform.rotation gives a quaternion)
You generally want transform.TransformPoint or transform.TransformDirection, probably the former
You also have transform.InverseTransformPoint for the opposite
Mesh.bounds isn't AABB, so if you use that, you don't have to translate anything.