ECS - Convert rotation to normalised vector.

This seems strange, I have a pretty straightforward thing, I have an entity, I need to move it along it’s own rotation for a normalised vector.

Can’t figure it out. I have a rotation, a quaternion and I would assume I’d be able to get a vector from it. But no luck. I can’t convert that quaternion to a vector.

 Vector3.Normalize(target.Value);
"Cannot implicitly convert type 'UnityEngine.Vector3' to 'Unity.Mathematics.quaternion"

I’ve tried a bunch of different things as well, but in the end it’s probably my lack of properly understanding quaternions. So, how do I convert a quaternion to a vector that I then can add to my physics body like this;

physicsVelocity.Linear = vector;

This code works, but please tell me a better way, this hacky bit can’t be good

                Quaternion currentRotation = rotation.Value;
                var angle = 360 - currentRotation.eulerAngles.z;
                var rad = angle * Mathf.Deg2Rad;

                // covert the angle to a 2d vector
                Vector2 v2 = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
                float3 velocity;

                velocity = new float3(v2.y, v2.x, 0f);
                physicsVelocity.Linear = velocity;