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Question by deaxman123 · Apr 08, 2020 at 10:31 PM · rotationif-statementsworldspaceclamplocalspace

Clamping rotation doesn't work when local axis is different from global

Hey guys, I've really been stuck on this for a while.

I've created a simple scene in Unity whereI can control a cubes rotation on the x and z axis through keyboard input. I don't want the cube to be able to rotate all the way around, so I have added an if statement to clamp the rotation:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CubeRotate : MonoBehaviour
 {
 
     void Update()
     {
         float zAxis = -Input.GetAxis("Horizontal");
         float xAxis = Input.GetAxis("Vertical");
 
         if ((gameObject.transform.rotation.z < 0.25f && zAxis > 0f) ||
            (gameObject.transform.rotation.z > -0.25f && zAxis < 0f))
         {
             gameObject.transform.Rotate(new Vector3(0, 0, 1), zAxis);
         }
         if ((gameObject.transform.rotation.x < 0.25f && xAxis > 0f) ||
            (gameObject.transform.rotation.x > -0.25f && xAxis < 0f))
         {
             gameObject.transform.Rotate(new Vector3(1, 0, 0), xAxis);
         }
 
     }
 }
 

It works fine when the local axis is the same as the global axis, but when I rotate the cube 180 degrees it keeps spinning. I have tried only rotating the cube 90 degrees on the y-axis and it seems that the cube can rotate more and more the further away from 0 (on the y axis) it gets.

Why aren't the if statement "clamps" working when the cube is rotated on the y-axis and how can I combat this?

I have attached a short video example, for better understanding :) alt text

I hope you guys can help me out!! And be safe out there

unity-rotation-example.gif (433.4 kB)
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