Hi guys
I have run into a snag. I know this has been addressed numerous times on this forum but somehow none of the examples given work. I simply cannot believe it.

I first inserted the matrix in to unity in row order, then transposed it

//rot is a float[9] containing the row major rotations
mat.SetRow(0, new Vector4(rot[0],rot[1],rot[2],0));
mat.SetRow(1, new Vector4(rot[3],rot[4],rot[5],0));
mat.SetRow(2, new Vector4(rot[6],rot[7],rot[8],0));

After which I tested and applied numerous codes found in the forum. It seems there is a difference between a rotation matrix and a regular matrix or am I just stupid?

I thought a 3x3 was a subset of a 4x4
I forgot to state that I initialized the matrix as an identity matrix first
I even added the Translation

I cannot use TRS because the model I am working from only has rotational matrices and position values
And the main problem is knowing if I am converting the matrix to quaternion in the right manner and if i am flipping from Right handed to Left handed appropriately