How do i use Quaternion.AngleAxis?

I have no idea, this seems puzzling to me.

here’s some code

    void ProcessTimers()
    {
        time += Time.deltaTime;
        if (time >= 1.0f)
        {
            PerSecond();
            time = 0;
        }
        TotalRotation += FocalRotationDegreesPerFrame;
        Quaternion temp = Quaternion.AngleAxis(TotalRotation, Vector3.up);
        focalPoint = temp * Vector3.forward;
        print("Temp:"+temp);
    }

Temp always traces as zero rotation (0,0,0,1) when it ought to be giving a value every frame. something is wrong here, i’m sure i’m using it wrong.

Oh i figured it out.

It was workign all along, i had just set the per frame degrees to such a low value that it was taking a while to show a visible change:

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