U3B6 Quaternion issue.. maybe

        if (lastFacing != currentFacing)
        {
            Quaternion setNavFacing;
            Quaternion oldNavFacing = navPointer.transform.localRotation;
            switch (currentFacing)
            {
                case Facing.North:
                    setNavFacing = new Quaternion(90f, 180f, 0f,oldNavFacing.w);
                    navPointer.transform.localRotation = setNavFacing;
                    break;
                case Facing.South:
                    setNavFacing = new Quaternion(-90f, 360f, 0f, oldNavFacing.w);
                    navPointer.transform.localRotation = setNavFacing;
                    break;
                case Facing.East:
                    setNavFacing = new Quaternion(0f, 280f, 90f, oldNavFacing.w);
                    navPointer.transform.localRotation = setNavFacing;
                    break;
                case Facing.West:
                    setNavFacing = new Quaternion(0f, 90f, -90f, oldNavFacing.w);
                    navPointer.transform.localRotation = setNavFacing;
                    break;
            }
            lastFacing = currentFacing;
        }
    }

Simply put, I alter the local rotation of a plane which has the image of a pointer on it. The only value that ever changes in this code on the editor shows X and Z changine, Y never changes, on top of that, X and Z values never match what I am trying to set them too… Any pointers in what I have done wrong in this code would be greatly appreciated!

You are using the Quaternion constructor, but you are apparently passing euler angles (deduced from the fact that you use numbers in the 0-360 range). You probably want to use Quaternion.Euler(x,y,z) instead of the Quaternion constructor, which uses a much more complex way of describing angles.

Good point, that is what I get for programming on no cafeen. Works like a champ now. If anyone is interested in the code I wrote for that little navi rotator piece:

if (lastFacing != currentFacing)
        {            
            Quaternion setNavFacing=new Quaternion();
            Vector3 oldNavFacing = navPointer.transform.localEulerAngles;
            switch (currentFacing)
            {
                case Facing.North:
                    setNavFacing = Quaternion.Euler(new Vector3(90f, 180f, 0f));
                    break;
                case Facing.South:
                    setNavFacing = Quaternion.Euler(new Vector3(-90f, 360f, 0f));
                    break;
                case Facing.East:
                    setNavFacing = Quaternion.Euler(new Vector3(0f, 280f, 90f));
                    break;
                case Facing.West:
                    setNavFacing = Quaternion.Euler(new Vector3(0f, 90f, -90f));
                    break;
            }
            navPointer.transform.localRotation = setNavFacing;
            lastFacing = currentFacing;
        }

Video of it in use in my sandbox:
http://screencast.com/t/YmE3MmRlYTct

Now if I can just replace my minimap cube back to a plane and not have it so dark I can’t see it… hmm…