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Combing Quaternion Rotations

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Hi guys, I'm trying to combine quaternions so that two rotations I make are combined. Every frame I'm rotating a game object in it's Y axis (Rotation A): transform.rotation = Quaternion.AngleAxis ( actualAngle-(90f) , Vector3.up ) ; And when a key is pressed, I want to rotate the character on his Z axis while preserving the previous rotation : transform.rotation = Quaternion.AngleAxis ( 90f, -transform.forward ) However, I'm assuming that Rotation A is overwriting the second rotation, as the character does flip on his Z axis, but only for a frame. I understand you can combine quaternions by multiplying them, but if do this to Rotation A: transform.rotation = Quaternion.AngleAxis ( actualAngle-(90f) , Vector3.up ) * transform.rotation ; The character continually rotates and spins out of control. So I'm not really sure where I'm going wrong? Thanks for any help, really appreciated.

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