how i can Converting a Quaternion to a Direction Vector?

i have two Quaternion and i need to convert the two Quaternion to vector3

and used the vectors in Quaternion.LookRotation(v3,v3)

Quaternion targetRot = Quaternion.LookRotation(myForward, hit.normal);

Quaternion targetRotation = Quaternion.LookRotation(targetDirection,hit.normal);

and

convert : Quaternion targetRot to vector3 targetRot

convert : Quaternion targetRotation to vector3 targetRotation

and used the new vector in:

Quaternion AllTarget = Quaternion.LookRotation(vector3 targetRot, vector3 targetRotation);

A quaternion doesn’t have a direction by itself. It is a rotation. It can be used to rotate any vector by the rotation it represents. Just multiply a Vector3 by the quaternion.

```
Vector3 targetForward = targetRot * Vector3.forward;
Vector3 targetUp = targetRot * Vector3.up;
```

What axis you need you have to figure out yourself since your code is just an abstract collection of code fragments.

Just to be absolutely clear for beginners: When you say *“Which way is this Quaternion’s up?”* or *“Which way does this Quaternion point forward?”* what you **probably actually mean is**:

“If you take something which is

standing straight up and forward, and

**apply the Quaternion to it**, which way is the forward vector now?”

The example code above provides exactly that information.

You have to do Quaternion * Vector3

Vector3 * Quaternion gives an error

To add to the Bunny83 response, if you are using unity DOTS stacks, you will most likely need the following syntax when using Unity.Transforms:

```
float3 targetForward = math.mul(targetRot, Vector3.forward);
```

Extremely simple. Quaternion.eulerAngles makes it a Vector3.