Can I get a normalised Vector3 from a Quaternion?

What I'm looking for is a way to turn a Quaternion rotation into a normalised Vector3 position; not as euler angles, but as change in X,Y,Z if the rotation were a vector with a magnitude of one.

For now I'll probably use transform in a relative direction, record the position, then subtract the original position for my answer, but it's messy. Is there a simple way of converting a quaternion rotation to a normalised movement vector?

You could do something like this:

Vector3 newFwd = yourRotation * Vector3.forward

Where newFwd will be the new forward vector