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Question by Farwall · Oct 04, 2016 at 02:00 PM · camerarotatearoundclamp

Clamp RotateAround is not working on Camera.

My code is not working, I am trying to clamp the camera, but its not working. Its snapping to 45 instantly. How to clamp the camera?

Here is my Code.

 using UnityEngine;
 using System.Collections;
 
 public class MoveCamera : MonoBehaviour 
 {
     
     public float sensitivity = 4.0f;        
     private Vector3 mouseOrigin;
     private bool isRotating;
     
     private float minX = -45.0f;
     private float maxX = 45.0f;
     
     private float minY = -10.0f;
     private float maxY = 10.0f;
 
     float rotationY = 0.0f;
     float rotationX = 0.0f;
     
     void Start()
     {
 
     }
     
     void Update () 
     {
 
         if (Input.GetMouseButtonDown (0)) {
             
             mouseOrigin = Input.mousePosition;
             isRotating = true;
         }
         
         if (!Input.GetMouseButton (0))
             isRotating = false;
         
         if (isRotating) {
             
             Vector3 pos = Camera.main.ScreenToViewportPoint (Input.mousePosition - mouseOrigin);
             transform.RotateAround (transform.position, transform.right, -pos.y * sensitivity);
             transform.RotateAround (transform.position, Vector3.up, pos.x * sensitivity);
             
             rotationY = Mathf.Clamp (transform.localEulerAngles.y, minY, maxY);
             rotationX = Mathf.Clamp (transform.localEulerAngles.x, minX, maxX);
             transform.localEulerAngles = new Vector3 (-rotationY, rotationX, 0);
         }
     }
 }
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Answer by Farwall · Oct 06, 2016 at 07:53 AM

OK, I fixed it, Here is complete code.

 using UnityEngine;
 using System.Collections;
 
 public class MoveCamera : MonoBehaviour 
 {
     
     public float sensitivity = 4.0f;        
     private Vector3 mouseOrigin;
     private bool isRotating;
     public GameObject cam;
     
     void Start()
     {
     }
 
     protected float ClampAngle(float angle, float min, float max) {
         
         angle = NormalizeAngle(angle);
         if (angle > 180) {
             angle -= 360;
         } else if (angle < -180) {
             angle += 360;
         }
         
         min = NormalizeAngle(min);
         if (min > 180) {
             min -= 360;
         } else if (min < -180) {
             min += 360;
         }
         
         max = NormalizeAngle(max);
         if (max > 180) {
             max -= 360;
         } else if (max < -180) {
             max += 360;
         }
 
         return Mathf.Clamp(angle, min, max);
     }
 
     protected float NormalizeAngle(float angle) {
         while (angle > 360)
             angle -= 360;
         while (angle < 0)
             angle += 360;
         return angle;
     }
 
 
     void Update () 
     {
 
         if (Input.GetMouseButtonDown (0)) {
 
             mouseOrigin = Input.mousePosition;
             isRotating = true;
         }
         
         if (!Input.GetMouseButton (0))
             isRotating = false;
         
         if (isRotating) {
 
             cam.transform.localEulerAngles = new Vector3(0, ClampAngle(cam.transform.localEulerAngles.y, -45, 45), 0);
             Vector3 pos = Camera.main.ScreenToViewportPoint (Input.mousePosition - mouseOrigin);
             transform.RotateAround (transform.position, transform.right, -pos.y * sensitivity);
             transform.RotateAround (transform.position, Vector3.up, pos.x * sensitivity);
         }
     }
 }
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