[help] Predicting a future Vector3 position from past ones, but then also factor in past rotations

How would I take the last two positions and rotations of some game object, and create a future Vector3 position representing where they are going to be, if they keep moving and rotating by the same amounts they did in the past?

I actually already have the predicted_position assigned, but it only uses their last 2 recorded positions to create the new vector, and completely ignores the past rotations, please show me how to use the last 2 recorded rotations to further modify the predicted position.

Because when I test it, I have it draw 2 trails, a predicted trail and the actual trail, and I notice that if my character is running forward but also turning right for example, it creates a sort of crescent shape for the trail, but the predicted trail’s crescent arcs out further than the actual trail’s, because past rotations aren’t being factored into the predicted position.

This is for a multiplayer game where I need to sync movement better over network.

Thanks

I feel like I need to use Quaternion.ToAngleAxis, but I don’t know almost anything about getting Vector3s and Quaternions to work together