I have a rotation:
rotation = Quaternion.AngleAxis(45, Vector3.right);
rotation *= Quaternion.AngleAxis(5*Time.deltaTime, Vector3.up);
where "rotation" is a quaternion and angle is in degrees.
This rotation does not rotate, but instead it stands still. This is because Time.deltaTime is small value and it doesn't increase.
We could make the angle of 5 increase or make Time.deltaTime into Time.time. This way we would get an object always rotating around Vector3.up.
The first line rotates around global coord system and it must be the first one.
I really don't want to use Time.time, so I don't know how to transform this rotation to use Time.deltaTime.