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Question by Cyphyx · Nov 20, 2016 at 01:40 PM · c#camerarotation

How can I stop my first person camera from going upside down?

So I don't want my camera to go further on the y-axis. At the moment it can go all around the y-axis. How do I stop it from going further than the ground? This is my current code:

 Vector2 mouseLook;
 Vector2 smoothV;
 public float sensitivity = 5.0f;
 public float smoothing = 2.0f;

 GameObject character;

 void Start () {
     character = this.transform.parent.gameObject;
 }

 void Update () {
     var md = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));

     md = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * smoothing));
     smoothV.x = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing);
     smoothV.y = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing);
     mouseLook += smoothV;

     transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
     character.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, character.transform.up);

 }
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avatar image Dibbie · Nov 20, 2016 at 03:30 PM 0
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It seems like this question is essentially what your wanting to do?

Youd need to also utilize Clamp, most likely with your smoothV y (if you just want to limit the y axis).

avatar image Cyphyx Dibbie · Nov 20, 2016 at 03:53 PM 0
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Okay, so I read that article but it was a bit too much text so I did not fully understand it. How would I implement it into my code?

avatar image Dibbie Cyphyx · Nov 20, 2016 at 07:16 PM 0
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I would replace your lerps with the clamp code, which should be smooth enough, unless you want a rotation over time effect, which then, you can add your lerp back to your quaternion, in your last line when you apply the new rotation.

A shorter post may be this one, that might help a bit more too. Josh's reply kind of summarizes how you can use clamp

Alternatively, you can rig up your own "clamp", but it may look weird or stop weird... Using a if-statement, for your positive y, and negative y, something like if(smoothV.y < 180 && smoothV.y > -180){character.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, character.transform.up);}

But there may be some debugging needed there.

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