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Question by $$anonymous$$ · Mar 01, 2020 at 08:47 PM · rotationeulerangleseulereuler angles

,How to clamp my turret rotation?

][1]][1] I have a turret that looks to the enemy object it works perfectly, but I don't know how to clamp the rotation please help!

 void Update () 
     {
         if (target == null)
             return;
         
         Vector3 dir = target.position - xPivot.position;
         Quaternion lookRotation = Quaternion.LookRotation(dir);
         Vector3 yRotation = Quaternion.Lerp(yPivot.rotation, lookRotation, Time.deltaTime * turnSpeed).eulerAngles;
         Vector3 xRotation = Quaternion.Lerp(xPivot.rotation, lookRotation, Time.deltaTime * turnSpeed).eulerAngles;
         yPivot.rotation = Quaternion.Euler(0f, yRotation.y, 0f);
         xPivot.rotation = Quaternion.Euler(xRotation.x, yRotation.y, 0f);
     }

problem.png (155.7 kB)
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avatar image tormentoarmagedoom · Mar 01, 2020 at 09:15 PM 0
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$$anonymous$$Aybe splitting the vector yRotation in 3 integrers, and, after seting them, check if > maximum or < $$anonymous$$imum

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Answer by Magso · Mar 01, 2020 at 09:32 PM

The axes' x,y and z can be clamped individually before the rotation is set for e.g.

 yRotation.y = Mathf.Clamp(yRotation.y, min, max);
 yPivot.rotation = Quaternion.Euler(0f, yRotation.y, 0f);
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avatar image $$anonymous$$ · Mar 02, 2020 at 07:08 AM 0
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Hi $$anonymous$$agso, it works I clamped the xRotation but why this is happen?

ezgifcom-video-to-gif.gif (241.4 kB)
avatar image Magso $$anonymous$$ · Mar 02, 2020 at 04:06 PM 0
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This can happen if the clamp's $$anonymous$$ and max are the wrong way round, such as (-2, -10) ins$$anonymous$$d of (-10, -2). If this isn't the problem are there any other changes you've made since?

avatar image $$anonymous$$ Magso · Mar 03, 2020 at 09:14 AM 0
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i know that -10 < -2 but my turret rotation is 360 degrees here's the debug when my enemy is below and above.

enemybelow.png (121.3 kB)
enemyabove.png (113.2 kB)
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