I am working with a top down 2d game, and I am having some trouble determining the facing of sprites. The transform object exposes rotation properties, but they are quaternions, and not simple floats indicating how many degrees an object is rotated around a particular axis.

Quaternions are vectors, and rotations around said vector, so if I take the z-vector quaternion, and use the rotation property, isn’t that going to be equivalent to just a rotation around the z-axis?

Alternately, is there some better or simpler way to just get a vector or rotation indicating the sprites facing? (And all my sprites are aligned to face right).

Update: I tried this bound the the up arrow key, but it always moves me right.

```
Vector2 facing = cMathFunctions.RotationToVector(transform.rotation.z * Mathf.Deg2Rad);
transform.position += (new Vector3(facing.x, facing.y,0) * Time.deltaTime * Thrust);
```