What I understand is that a unit vector is just a vector with its length set to 1.

If I multiply it I can make it longer.

But how would I use this? How would I find the end of this?

Or am I not thinking of vectors correctly?

Thatâ€™s exactly what a unit vector is. Itâ€™s a direction scaled down to a length no greater than 1.

LookVector, for example, is a unit vector. You can multiply it by the length that you want.

```
ball.Velocity = somePart.CFrame.LookVector * SPEED
```

If LookVector was not a unit vector, the ball would go out of control despite what you multiply it by, because the direction vector would be way too large.

but if I multiply a unit vector it becomes longer no?

and if it can do that theres a end right

I recommend you watch this video for a better understanding about the various ways you can interpret vectors:

Yeah it becomes longer. Thereâ€™s no definite endpoint to a direction, itâ€™s just a direction vector.

What are you trying to do exactly?

Like find try to find that end point or is that really misguided

The vector itself is the endpoint

A vector is defined as a line from 0,0,0 to x,y,z, so x,y,z is the endpoint

actually I should rephrase my question how would I travel in this direction?

Youâ€™re thinking of vectors wrong. Iâ€™ve never been a fan of showing them as lines. A vector is simply three numbers. You can use those numbers to represent different things.

Often, a vector will represent a position in 3d space. This is easy and intuitive and you already understand it.

A unit vector represents a direction. It is important to understand that this direction doesnâ€™t have any associated position.

The question â€śhow do I find the end of the unit vectorâ€ť simply doesnâ€™t make sense because the unit vector isnâ€™t actually placed anywhere in space. This is not an issue with the problem youâ€™re solving, itâ€™s an issue with the semantics of the question. What you really want to ask is â€śgiven a position, how can I find the end of a unit vector?â€ť. Once you phrase it this way the answer becomes obvious; the end position is simply `position + direction*distance`

.

I mean you could use countless things to move it in a direction using a vector

position = position + direction

force = direction

velocity = direction

etc

It would depend on what you want to do