On internet i learned that we can multiply Quaternion with Vectors in order to get back that vector rotated but there is one thing that i cannot understand. This is the code:
transform.forward = Quaternion.Euler(New Vector3(90 * Time.deltaTime, 0,0) * transform.forward;
In this way the transform.forward of an object rotate around the global x axis but after a rotation of 90 degree the x axis of the trasform switch to the other side. Can anyone explain me this behaviour? I am not a math genius so please try to keep the explanation as simple as you can! Thanks a lot