Question by 
               astroboyr · Jan 27, 2020 at 03:05 AM · 
                rotationeuleranglesclampclamped rotation  
              
 
              MathF clamp look toward mouse pointer not working correctly
Hi, I'm trying to make a game where a cannon looks toward a mouse pointer. Here is my code
 using UnityEngine;
 
 public class CannonPoint : MonoBehaviour {
     public GameObject cannon;
     public float rotateSpeed = 5;
 
     public float minAngle = 60;
     public float maxAngle = -60;
 
     void Update(){
         Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         transform.rotation = Quaternion.LookRotation(Vector3.forward, mousePos - transform.position);
         if(Input.GetAxis("Mouse X") < 0) {
             cannon.transform.Rotate(0, 0, rotateSpeed * Time.deltaTime);
         }
         if(Input.GetAxis("Mouse X") > 0) {
             cannon.transform.Rotate(0, 0, -rotateSpeed * Time.deltaTime);
         }
 
         transform.eulerAngles = new Vector3(0, 0, Mathf.Clamp (transform.eulerAngles.z, minAngle, maxAngle));
     }
 }
  
So, this works, but when I set the min angle to -60 and the max to 60, it doesn't. I want it to stop at -60 and 60. However, when the rotation goes to more than 0, it just sets to -60. Please help! Thanks!
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