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Question by gamedivision · Jun 08, 2017 at 08:18 PM · rotaterotate objectrotation axis

Limit Rotation around z axis with mouse drag

trying to limit rotation of an object on the wall like a door knob, i can rotate perfectly fine but id like to limit the rotation can anyone help please

much appreciated

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class rotRoomStat : MonoBehaviour {

 public float rotSpeed = 20;
 

 // Use this for initialization
 void OnMouseDrag()
 {
     float rotX = Input.GetAxis("Mouse X")*rotSpeed*Mathf.Deg2Rad;
     
             transform.RotateAround(Vector3.forward, -rotX);
 }

}

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Answer by Jawchewa · Jun 08, 2017 at 08:36 PM

I would recommend using the "Clamp" function to limit the rotation angle. See this link for more information about how that works:

https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html

Basically, it would look something like this:

      float rotX = Input.GetAxis("Mouse X")*rotSpeed*Mathf.Deg2Rad;
      rotX = (Mathf.Clamp(rotX, -45.0F, 45.0F);
      transform.RotateAround(Vector3.forward, -rotX);

but with the 45s replaced with whatever you want to use for your range.

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avatar image gamedivision · Jun 08, 2017 at 09:42 PM 0
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that doesn't clamp my rotation for some strange reason

avatar image OmerPasa3328 · Sep 09, 2020 at 02:25 PM 0
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dude, When I used this thing it gives me error cs1026 ı am trying the same thing but at rotX....

code is here :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Pick : $$anonymous$$onoBehaviour
 {
      public float RotationSpeed = 5;
      
      void Update () 
      {
      float rotX = Input.GetAxis("$$anonymous$$ouse X")*rotSpeed*$$anonymous$$athf.Deg2Rad;     //tryng to limit limitation
      rotX = ($$anonymous$$athf.Clamp(rotX, -45.0f, 45.0f);                         //before semicon  it says there must be an } ( why?).
      transform.RotateAround(Vector3.forward, -rotX);                   //tryng to limit limitation
      Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
      transform.rotation = Quaternion.LookRotation(Vector3.forward, mousePos - transform.position);
      }
      
 }
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Answer by gamedivision · Jun 10, 2017 at 09:17 PM

still struggling with this if anyone can offer an alternative

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