Im trying to get a directional vector from an euler angle. But im not getting how to do it. This is what i got so far.

```
escapeAngle += 90;
var radians = escapeAngle * (Mathf.PI / 180);
var escapeAngleAsDirectionVector = new Vector2 ();
escapeAngleAsDirectionVector.x = Mathf.Cos (radians);
escapeAngleAsDirectionVector.y = Mathf.Sin (radians);
escapeAngleAsDirectionVector = transform.TransformPoint (escapeAngleAsDirectionVector);
```

First figure out what your base vector for a rotation of (0,0,0). Typically it will Vector3.forward, or Vector3.up, or Vector3.right. With a single angle, you are probably have a 2D app so lets say Vector3.right. To solve, you multiply the base vector by a rotation based on that angle. For example:

```
var dir = Quaternion.AngleAxis(escapeAngle, Vector3.forward) * Vector3.right;
```

This will start with Vector3.right and rotate it by escapeAngle using Vector3.forward as the axis of rotation.

escapeAngle += 90;

var radians = escapeAngle * (Mathf.PI / 180);

var escapeAngleAsDirectionVector = new Vector2 ();

escapeAngleAsDirectionVector.x = Mathf.Cos (radians);

escapeAngleAsDirectionVector.y = Mathf.Sin (radians);

Vector2 direction = escapeAngleAsDirectionVector.Normalize();