For example, you might use something like:
public Vector3 Inertia = new Vector3();
void Update()
{
Inertia += transform.TransformDirection(Vector3.forward) * Input.GetAxis("Thrust") ;
transform.Translate(Inertia * Time.deltaTime);
}
If you want fly a spaceship in a 3D space with all degrees of freedom. Inertia keeps track of momentum in world space while the controls add to it along the axes of the players orientation.
But, now I want to check what the players speed is along his current "forward" axes. How do you extract a value out of a vector3 along a arbitrary axes?
