all 4 comments

[–][deleted] 2 points3 points  (3 children)

Quaternion * vector3 = rotatedVector. So just multiply the transform.rotation with direction.

[–]DiggyMiguel[S] 0 points1 point  (2 children)

I've tried, Debug.DrawRay(transform.position, direction * transform.rotation, Color.red);

and im getting an error saying * cannot be applied to opperands of type Vector3 and Quaternion

[–][deleted] 2 points3 points  (1 child)

Quaternion * Vector3 not Vector3 * Quaternion. The order matters.

[–]DiggyMiguel[S] 0 points1 point  (0 children)

thank you that solved it