I think ‘A’ vector3 direction would be Quaternion.AngleAxis( A, transform.up) * transform.forward &
‘B’ vector3 direction would be Quaternion.AngleAxis( -B, transform.right) * transform.forward
But I dont know the vector3 direction of ‘u’ Vector.
I need direction for Raycasting.
Can someone help with this. Thanx Cheers:)
The easiest way looks to be projecting the vector calculated from A onto the X axis and adding to the vector calculated for B (or the same technique the other way around)
Vector3 aVec = ...;
Vector3 bVec = ...;
Vector3.Project(aVec, transform.right)+bVec;