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Question by sansuno68 · Nov 19, 2020 at 09:06 PM · camerafirst person controllerfirst-personcamera script

On looking to far up or down Random Rotation bug

The Issue is when I'm looking to far down or up my camera is kind of rotating to the middle rotation again even tho I was looking down same for looking on top.

Video so u can see what I mean

     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
     public float sensitivityXDef = 15F;
     public float sensitivityYDef = 15F;
     public float minimumX = -360F;
     public float maximumX = 360F;
     public float minimumY = -60F;
     public float maximumY = 60F;
     float rotationX = 0F;
     float rotationY = 0F;
     private List<float> rotArrayX = new List<float>();
     float rotAverageX = 0F;
     private List<float> rotArrayY = new List<float>();
     float rotAverageY = 0F;
     public float frameCounter = 20;
     Quaternion originalRotation;
 
     Quaternion rotation;
 
 
 
     void Start()
     {
         Rigidbody rb = GetComponent<Rigidbody>();
         if (rb)
             rb.freezeRotation = true;
         originalRotation = transform.rotation;
     }
 
 
 
 
 
     void Update()
     {
 
 
 
 
 
         if (axes == RotationAxes.MouseXAndY)
         {
             //Resets the average rotation
             rotAverageY = 0f;
             rotAverageX = 0f;
 
             //Gets rotational input from the mouse
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
 
             //Adds the rotation values to their relative array
             rotArrayY.Add(rotationY);
             rotArrayX.Add(rotationX);
 
             //If the arrays length is bigger or equal to the value of frameCounter remove the first value in the array
             if (rotArrayY.Count >= frameCounter)
             {
                 rotArrayY.RemoveAt(0);
             }
             if (rotArrayX.Count >= frameCounter)
             {
                 rotArrayX.RemoveAt(0);
             }
 
             //Adding up all the rotational input values from each array
             for (int j = 0; j < rotArrayY.Count; j++)
             {
                 rotAverageY += rotArrayY[j];
             }
             for (int i = 0; i < rotArrayX.Count; i++)
             {
                 rotAverageX += rotArrayX[i];
             }
 
             //Standard maths to find the average
             rotAverageY /= rotArrayY.Count;
             rotAverageX /= rotArrayX.Count;
 
             //Clamp the rotation average to be within a specific value range
             rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
             rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
 
             //Get the rotation you will be at next as a Quaternion
             Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
             Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
 
             //Rotate
             transform.rotation = originalRotation * xQuaternion * yQuaternion;
         }
         else if (axes == RotationAxes.MouseX)
         {
             rotAverageX = 0f;
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotArrayX.Add(rotationX);
             if (rotArrayX.Count >= frameCounter)
             {
                 rotArrayX.RemoveAt(0);
             }
             for (int i = 0; i < rotArrayX.Count; i++)
             {
                 rotAverageX += rotArrayX[i];
             }
             rotAverageX /= rotArrayX.Count;
             rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
             Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
             transform.rotation = originalRotation * xQuaternion;
         }
         else
         {
             rotAverageY = 0f;
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotArrayY.Add(rotationY);
             if (rotArrayY.Count >= frameCounter)
             {
                 rotArrayY.RemoveAt(0);
             }
             for (int j = 0; j < rotArrayY.Count; j++)
             {
                 rotAverageY += rotArrayY[j];
             }
             rotAverageY /= rotArrayY.Count;
             rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
             Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
             transform.rotation = originalRotation * yQuaternion;
         }
 
         Quaternion Stand = transform.rotation;
         Stand.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, 0);
         transform.rotation = Stand;
     }
 
 
 
 
 
 
 
 
 
 
 
     public static float ClampAngle(float angle, float min, float max)
     {
         angle = angle % 360;
         if ((angle >= -360F) && (angle <= 360F))
         {
             if (angle < -360F)
             {
                 angle += 360F;
             }
             if (angle > 360F)
             {
                 angle -= 360F;
             }
         }
         return Mathf.Clamp(angle, min, max);
     }
 


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Answer by MurphyMurph_21 · Nov 20, 2020 at 07:55 AM

@sansuno68 I would change your clamp angle function to this. See if it helps

  public static float ClampAngle(float angle, float min, float max)
      {
          angle = angle % 360;
          if ((angle >= -360F) && (angle <= 360F))
          {
              if (angle <= -360F)
              {
                  angle =  -360F;
              }
              if (angle >= 360F)
              {
                  angle = 360F;
              }
          }
          return Mathf.Clamp(angle, min, max);
      }

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