Using Player Rotation Quaternion to Make a Directional Vector

Hey Guys,

I’m having a little trouble with my Top Down 2D game. I would like my player to shoot a RayCast2D in the direction he is facing, but creating the directional vector is causing an issue. The Ray does not shoot in the correct direction. Here is my script:

    Transform firePoint;

    void Awake()
    {
        firePoint = transform.Find("FirePoint");
    }

    void Update()
    {
        Quaternion rotation = PlayerController.playerRotation;
        Vector3 direction = rotation * Vector3.forward;

        RaycastHit2D hit = Physics2D.Raycast(firePoint.position, direction, 100);

        Debug.DrawLine(firePoint.position, direction);
    }

The vector “direction” is always in a funny place and not in front of my player as it should be.
Any help is appreciated.

You generally just use the forward position of the transform to get the direction he is facing as such:

Vector3 direction = firepoint.forward

The forward direction will be the blue arrow on the transform