I want to calculate different points around a object. To do this i’m using Quaternion.AngleAxis(). But the points always gets calculated around 0, 0, 0 as you see in the picture below.

Here is the code:

```
for (int i = 0; i < numberOfRays; i++)
{
Quaternion rotation = this.transform.rotation;
Quaternion rotationMod = Quaternion.AngleAxis((i / ((float)numberOfRays - 1)) * angle * 2 - angle, this.transform.forward);
Vector3 dir = rotation * rotationMod * Vector3.right;
rayDirections *= dir;*
```

*//Instantiate(emptyGameObject, rayDirections*, Quaternion.identity);**

*}*

*And here the picture what is happening (visualized with empty gameObjects):*

* [175433-angle-axis-around-0-0-0.png*|175433]

*_*

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*So the black guy is the gameObject the points should be around.*

*Hope somebody can help me. Maybe i don’t understand Quaternion.AngleAxis() right.*_*I’m by the way using sprites of Archvale as placeholder sprites. So defenetly go and check IDoZ Devlogs out: Development Log #1 - YouTube