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Dose math.mul(quaternion,quaternion) return value needs to be normalized?

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
25/100
Issue type
Documentation
Clarity
Needs clarification
Activity status
Stale
Tech stack
csharp
Domain
game-dev

Research direction

The issue names math.mul, math.normalize, and quaternion rotation.Value expressions but no file or test. Start by reviewing the documentation for these APIs and reproduce both expressions in a minimal Unity.Mathematics case; done should be a clear explanation of when normalization is required.

Written by the indexing model from the issue text.

Description

I my project. rotation.Value = math.normalize(math.mul(deltaRot, rotation.Value)); works fine.
but rotation.Value = math.mul(deltaRot, rotation.Value); Is not always working as expected.
In what condition should we normalize a quaternion?

Dominant language
C#
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