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Question by sasyimmagoat · Feb 13 at 10:42 PM · rotationclampx-axis3rd person cameraclamped rotation

How to Clamp a 3rd Person Camera's x-axis Rotation?

 public Transform player;
 public float moveSmoothTime = 1f; // Lower is slower
 public float heightSmoothTime = 1f; // Lower is slower
 public float rotationSmoothTime = 0.1f; // Lower is slower
 public float followBehindDst = 5f;
 public float lookThisFarInFront = 5f;
 public float height = 12f;
 Vector3 lastPlayerPos;
 Vector3 moveCurrentVelocity;
 float heightCurrentVelocity;

 void Start()
 {
     lastPlayerPos = player.transform.position;
 }

 void FixedUpdate()
 {

     // This allows the player to be removed from the scene without breaking this script
     if (player != null)
     {
         lastPlayerPos = player.transform.position;
     }

     // Movement

     // X- and Z-axis smooth follow
     Vector3 moveSmoothed = Vector3.SmoothDamp(transform.position, lastPlayerPos - Vector3.back * -followBehindDst, ref moveCurrentVelocity, moveSmoothTime);

     // Y-axis smooth follow
     float heightSmoothed = Mathf.SmoothDamp(transform.position.y, height, ref heightCurrentVelocity, heightSmoothTime);

     // Apply X-,Y-,Z-axis smoothing
     transform.position = new Vector3(moveSmoothed.x, heightSmoothed, moveSmoothed.z);


     // Rotation

     // Find the point we are rotating around
     Vector3 toTarget = lastPlayerPos + Vector3.back * lookThisFarInFront - transform.position;
     Quaternion targetRotation = Quaternion.LookRotation(toTarget);

     // Find and apply a lerped rotation
     transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, rotationSmoothTime);
 }

I was thinking to add Mathf.Clamp(transform.rotation.x, -20, 43); in rotation, but that didn't work, it just makes the camera jitter.

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