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Question by wethings · Jan 17 at 09:30 AM · rotatearound

Clamp RotateAround with 2 axis

Hi, trying to make an object rotator thats based on camera view. Quite stumped on getting clamping to work for the XZ-axis

     Vector2 oldPos = Vector2.zero;
     void Update()
     {
         if(Input.GetMouseButtonDown(0))
             oldPos = Input.mousePosition;
 
         if (Input.GetMouseButton(0))
         {
             Vector2 delta = (Vector2)Input.mousePosition - oldPos;
             oldPos = Input.mousePosition;
             float lookSpeed = 20f;
 
             //Rotate Y-axis
             transform.Rotate(Vector3.down, delta.x * lookSpeed * Time.deltaTime, Space.Self);
 
 
             //Clamp first?
             float angle = Vector3.Angle(Vector3.forward, transform.forward);
             print("angle " + angle);
 
             float rotAng = delta.y * lookSpeed * Time.deltaTime;
             float min = 20f;
             float max = 50f;
             float clamped = Mathf.Clamp(angle + rotAng, min, max);
             rotAng = clamped - angle;
 
 
             //Rotate XZ-axis
             transform.RotateAround(transform.position, Camera.main.transform.right, rotAng);
         }
     }
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