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How to prioritise quaternions over transforms?

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I am confused about how to properly combine transform.position, transform.rotation, and quaternions so that they dont override one another. I have a spacecraft flying in a tube with: rotation around centre of tube by angle (Blue,1) change radius of rotation around centre of tube(Green,1) WASD left-right-up-down strafing(Green,2) mouse looking for aiming(Red,3) How do i construct the script? A/ set craft.transform.position at centre of tube B/ Addition of Quaternion.RotateAround on top of A/transform position, how do i use Radius and Angle to control the plane flying in a wheel fashion inside the tube using RotateAround, and added to TubeCentre.transform position? C/ add WASD strafing Transform.Position changes on top of step B D/ add mouse look on top of step C? ![alt text][1] [1]: /storage/temp/23667-quaternions.jpg Keyword: how to use quaternions, when to use quaternions

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