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So, I'm quite confused. I'm currently working with 3-dimensional vectors in an attempt to model an object's local axes in Unity. I already understand how to find the X and Y components of said vectors' magnitudes using trigonometric functions. However, I've never worked with 3D vectors like this before. What I'm wondering is: Given an angle in radians which represents the Z axis rotation, what method could I use to calculate the Z component of the magnitude of a 3-dimensional unit vector?

Note: Constructive criticism is always appreciated. If you see any way I can improve this question, let me know!

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