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Question by flore33Me · Apr 26, 2017 at 03:20 PM · rotate objectrotation axisclamplimit

Clamping rotation of a game object on the x axis

I am trying to limit the rotation of an object which rotate on the x axis, I would like the object stop is rotation before the top and bottom. I have looked everywhere and read and try a lot of things but I cannot figure it out. here is my script for the mouse, I am doing it for a touch pad too but that is not my problem. The clamping doesn't work, it clamp one way and then I cannot move my mouse up. it stays near the max clamping value. I cannot figure out why. I have tried everything.

void FixedUpdate() { #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WEBPLAYER || UNITY_WEBGL if (Input.GetMouseButton(0) || Input.GetMouseButtonDown(0) || Input.GetMouseButtonUp(0)) { ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, touchInputMask)) {

             GameObject recipient = hit.transform.gameObject;
             if (Input.GetMouseButtonDown(0))
             {
                 isRotating = false;
             }

             if (Input.GetMouseButton(0))
             {
                 rotationX = Input.GetAxis("Mouse X") * rotationRate;
                 rotationY = Input.GetAxis("Mouse Y") * rotationRate;
                 //left and right
                
                 //up and down
                 if (Mathf.Abs(rotationX) < Mathf.Abs(rotationY))
                 {
                     if (rotationY < 0)
                     {
                         targetItem.transform.Rotate(Vector3.right, -rotationRate * Time.deltaTime);
                     }
                     else
                     {
                         targetItem.transform.Rotate(Vector3.right, rotationRate * Time.deltaTime);
                     }
                 }
                 float minRotation = -45;
                 float maxRotation = 45;
                 Vector3 currentRotation = targetItem.transform.localRotation.eulerAngles;
                 currentRotation.x = Mathf.Clamp(currentRotation.x, minRotation, maxRotation);
                 targetItem.transform.localRotation = Quaternion.Euler(currentRotation);
                 Debug.Log(currentRotation);
             }
         }

     }
     

endif

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avatar image abi-kr01 · Oct 30, 2017 at 05:36 AM 0
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I think ins$$anonymous$$d of

 targetItem.transform.localRotation = Quaternion.Euler(currentRotation);

you can assign the value like

 targetItem.transform.localRotation = new vector3(currentRotation.x ,targetItem..transform.localRotation .y,targetItem..transform.localRotation .z)


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