Transform a Vector by a Quaternion

In Microsofts Systems.Numerics (see exemplified: Vector3.Transform Method | Microsoft Learn) following function exists:

Vector3.Transform(Vector3 v, Quaternion q) to transform a specified Vector3 v around the specified Quaternion rotation q.

Is this function equivalent to Unitys:

v = q * v

calculation? If not, which function is the equivalent?

Well, i never used the XNA framework but yes, i’m pretty sure it’s the same. If that’s all you wanted to ask i guess you question is answers. However keep in mind that Unity uses a left handed coordinate system while XNA seems to be using a right handed system (just in case you want to translate some code)