Question by
NoobTube · Jun 12, 2016 at 03:19 AM ·
rotationquaternionclampeuler
Clamping a Quaternion Euler
Hi guys, sorry if this is a novice question, but I am new to unity and would like to know how i could get my 3d gameobject (a car wheel) to have a clamped rotation on the X axis.. here is the code im using
float WheelRotoSpeedY = 0f;
public float MaxSpeed = 3f;
public float TurnSpeed = 15;
public Transform RWheelTurn = null;
public Transform LWheelTurn = null;
BoxCollider CarCollider = null;
Transform ThisTransform = null;
void Awake()
{
ThisTransform = GetComponent<Transform>();
WheelRotoSpeedY = Mathf.Clamp(WheelRotoSpeedY, -40, 40);
}
void FixedUpdate()
{
float Hori = CrossPlatformInputManager.GetAxis("Horizontal");
float Vert = CrossPlatformInputManager.GetAxis("Vertical");
if (Hori <= 0.1 | Hori >= -0.1){
LWheelTurn.localRotation *= Quaternion.Euler(0, 0, Hori * TurnSpeed);
RWheelTurn.localRotation *= Quaternion.Euler(0, 0, Hori * TurnSpeed);
//LWheelTurn.rotation.y = Mathf.Clamp(LWheelTurn.rotation.y, -30.0f, 30.0f); -- cant get this to work in euler yet
}
as it stands the wheel is able to spin 360s on the X axis. please let me know what im doing wrong, and feel free to critique my coding
thanks in advance!
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