Order matters when multiplying Quaternion by Vector3... Possible bug??

So, according to visual studio, this is ok (WindDirection is a Vector3)

WindDirection = Quaternion.Euler(0f,Random.Range(-10f,10f), 0f) * WindDirection;

But this is not…

WindDirection =   WindDirection * Quaternion.Euler(0f,Random.Range(-10f,10f), 0f) ;

Why does the order they are in matter?? Did The Unity devs forget to write a method for that operation!?!?!?

That’s correct. Because Quaternion multiplication is non-commutative. i.e. order matters.