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Question by tonydemot · Mar 20, 2012 at 08:36 PM · rotationobjectclampeulerrestrictmovement

Restricting GameObject Rotation

Im having a bit of a problem restricting the rotation of my character i only want the character to have a rotation of 0,90,180 and -90 my script looks like this

     var Distance = Vector3.Distance(target.position,transform.position);
 var Angle = transform.rotation.eulerAngles.y;
 
 if(Angle > Rotation90){
 Angle = Rotation90;
 }
 
 else if(Angle < RotationMinus90){
 Angle = RotationMinus90;
 
 }
 else if(Angle > Rotation180){
 Angle = Rotation180;
 
 }
 else if(Angle > Rotation00){
 Angle = Rotation00;
 
 }
 
 
 
 if(ZombieMove)
 
 {
 Debug.Log(Angle);
 //Debug.Log(Distance);
 transform.rotation.eulerAngles = new Vector3( 0, Angle, 0 );
 transform.LookAt(target);
 
 transform.position += transform.forward*MoveSpeed*Time.deltaTime;

when i play it the zombie just looks at the character even if its none of the clamped rotations what do i need for it to only use the 90,-90,180 and 0?

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Answer by DaveA · Mar 20, 2012 at 11:17 PM

transform.LookAt(target) is going to do that. Remove that.

You can simplify this code a bit:

Angle %= 90;

instead of all the if/then statements, which look very buggy. Ex: Checking > 0 first is also going to catch > 90 and > 180, etc.

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avatar image tonydemot · Mar 20, 2012 at 11:51 PM 0
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ahh thank you and for 0 i could probably do > 360, and what do you mean by Angle %=90 will i replace all the if and if else statements with that?

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