Hello!!. I need help with something. I have the vector forward and I want to calculate it´s velocity. To do that I take the actual forward with its Time.time and the forward vector from last frame(with its Time.time as well). Then I do this:

```
var vel:Vector3=(VectorFCamera-transform.forward)/(LastTd-Time.time);
```

Where VectorFCamera is the forward vector from last frame and LastTd the Time.time.

I set a constant velocity to see what happens:

```
transform.Rotate(Blur*Vector3.up, Space.World);
```

Ok. So what I expect is a constant vector velocity, but what I found is a non uniform vector. The direction is correct but the lenght is not.

I think that it depends on the framerate but thats not possible because am considering with (LastTd-Time.time).

Maybe I am doing something wrong. Anyone knows how to solve this?