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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