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Question by mobando_unity · Jun 07, 2018 at 07:58 PM · rotationgameobjectvector3

How to properly set rotation constraints in the positive and negative direction?

The code I'm working on involves rotating an object when a button is pressed, and there is a case set up so that it will store the transform data until the next time a key is pressed, then change it again. The portion of the code locking the rotation from going past 60 degrees in the z-axis works fine, but the portion locking rotation @ -60 degrees doesn't. It seems to reset the position at the initial pos (z_init in this case) + 60 as opposed to z_init - 60. I've been struggling with the logic for this so I'm reaching out. Any advice?

 float j = Input.GetAxis("Vertical") * 100 * Time.deltaTime;
                 Vector3 shoulderRotUD = new Vector3(x, 0, z + j);
 
                 float check_z = z_init - shoulderRotUD.z;             //z rotation constraint variable
                 float diff_z = 0 + shoulderRotUD.z;       //calculate z rotation angle for constraints
 
                 if (check_z > 60f || check_z < -60f)                                //z constraints
                 {
 
                     if (diff_z <= -60f)
                     {                                                               
                         shoulderRotUD = new Vector3(x, 0, z_init - 59.99f);      //set for return to z
                     }                                                               
 
                     if (diff_z >= 60f)
                     {                                                               
                         shoulderRotUD = new Vector3(x, 0, z_init + 59.99f);      //set for return to z
                     }                                                               
                 }
 
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