I’m writing a simple control function for my airplane-like object with airplane-like controls. I’d like to use my velocity vector to position my lift vector, such that I rotate the velocity vector 90 degrees in pitch and then rotate that vector by the angle of bank, which will result in a vector in the ‘lift’ direction. Unity has plenty of good support to rotate the transform, but I’m not trying to rotate my player, I just want Unity to compute the quaternion rotation for me. Here’s what I’ve tried to do, but Unity is not treating the multiplication of my vector by quaternion as a true movement of the vector.

```
//determine lift vector direction
**Quaternion rotateLift1 = Quaternion.Euler (90.0f, 0.0f, subBank);**
```

// Quaternion rotateLift2 = Quaternion.Euler (0.0f, 0.0f, subBank);

//rotate velocity vector to make lift vector

```
**Vector3 liftVector = rotateLift1 * V;**
```

// Vector3 liftVector = Quaternion.FromToRotation(V, rotateLift1);

// normalize lift vector

// forward = forward.normalized;

```
**liftVector = liftVector.normalized;**
// multiply lift vector by lift magnitude to determine actual lift vector
**Vector3 L = lift * liftVector;**
```

I’ve left some of my failed code attempts in, for further information. I’ve put the current code in bold. I really don’t know what to do at this point, short of coding my own quaternion transform, which is a bit more than I care to take on, particularly as it seems as though Unity should have a simple solution. Any thoughts? Thanks!