Quaternion + Position Recalculate

Hi,

I have a question you might have heard about before, but i cannot found any thread about it.

I have an offset on an object to keep a point in the world space but when my object is rotating it cause disturbes.

So, i’m trying to recalculate the word position in function of the difference between the initial quaternion and the current quaternion of the object.

does someone know how to manage that ?
Thanks,
Kind regards.

Do you mean you have a vector offset but you need to add it to the object in its local space? You can use transform.TransformDirection to convert the vector:-

var localVec = transform.TransformDirection(offsetVec);
var offsetPosition = transform.position + localVec;  // Or whatever you need it for.