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(1 edit) (+1)

It would work. I implemented dice rotation and face identification with Unity quaternions. The only characteristic each number (1-6) has is it's side normal. No tricky unwrapping and no careful permutation consideration necessary.

When I want to get a face A (e.g. face (0, -1, 0)), I [temp-]rotate all normals with the current quaternion, dot product all with a A and look which one equals 1

(+1)

Thanks, that was quite informative.