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Question by Glemau · Feb 24, 2017 at 06:45 PM · scripting problemmouselookclamped rotation

What is wrong with clamping?

Hi, I have written this simple line of code, that should rotate an empty and drag the camera behind with a 20° offset.

     void Update () {
 
         // Moving Parent and Camholder
         parentMesh.transform.Rotate (0,Input.GetAxis ("Mouse X") * Time.deltaTime * mouseSensivety, 0);
 
         //Moving Cam
         cam.transform.eulerAngles = new Vector3(Mathf.Clamp(cam.transform.eulerAngles.x, parentMesh.transform.eulerAngles.x - 20f, parentMesh.transform.eulerAngles.x + 20f), Mathf.Clamp(parentMesh.transform.eulerAngles.y, parentMesh.transform.eulerAngles.y - 20f, parentMesh.transform.eulerAngles.y + 20f), 0);
     }

But it simply rotates the Camera instantly, as if I directly applied the .Rotate to it. What can I do to have it working right?

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Answer by UnityCoach · Feb 24, 2017 at 08:39 PM

What do you expect? Transform.Rotate() rotates the transform instantly. Maybe you want to use .rotation = Quaternion.RotateTowards () As for Mathf.Clamp (), it simply limits a value between a lower and upper limits. So here again, this will happen instantly. Maybe you want to use Mathf.Lerp ()?

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avatar image Glemau · Feb 25, 2017 at 01:03 PM 0
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The Transform.Rotate() only rotates a Empty, so it shouldn't move the camera. Than the Clamping only limits the Rotation of the Camera to 20° off the Empty.That should allow you to move the without moving the Camera (To a certain degree).

avatar image UnityCoach Glemau · Feb 25, 2017 at 03:14 PM 0
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Is the Camera parented to the parent$$anonymous$$esh object at all?

avatar image Glemau UnityCoach · Feb 25, 2017 at 03:32 PM 0
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no it is not

avatar image Glemau · Feb 25, 2017 at 01:09 PM 0
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I also once used the line Transform.EulerAngels = new Vector3 ($$anonymous$$athf.Clamp(Transform.EulerAngles.x, -90, 90), Transform.EulerAngles.x, 0); to prevent the camera from over rotating, and it didn't work either. What could be wrong about that? (It once worked for me in this exact way)

avatar image UnityCoach Glemau · Feb 26, 2017 at 12:20 AM 0
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This is a gimbal lock problem. 355 degrees + 20 = 375, which results in 15, like 5 degrees - 20 = -15, which results in 345. While you can clamp values between 30 and 70, you can't clamp between 345 and 15. If you search for "gimbal lock", you'll find plenty of methods to prevent this. Let me know if you're stuck with this.

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