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Question by Starlord12345 · Jan 03, 2018 at 05:45 PM · cameralimit

limiting camera rotation

Im working on something akin to a mirror. The script is supposed to ensure that as the player is moving, the cameras position changes at an angle like a real mirror. My problem is that at some points when the player is moving, the camera rotates backwards which is detrimental to my game. How do I effectively use clampf or limit the rotation in this situation.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Mirror_scripts : MonoBehaviour { public Transform MirrorCam1; public Transform MirrorCam2; public Transform PlayerCam;

 // Use this for initialization
 void Start () {
     
 }
 
 // Update is called once per frame
 void Update () {
     CalculateRotation ();
 }

 public void CalculateRotation()
 {

     Vector3 dir = (PlayerCam.position - transform.position).normalized;
     Quaternion rot = Quaternion.LookRotation (dir);

     rot.eulerAngles =  transform.eulerAngles-rot.eulerAngles ;

     //rot = Mathf.Clamp (rot, -60f, 60f);
 
         MirrorCam1.localRotation = rot;
         

     //MirrorCam1.transform.localEulerAngles=new Vector3(0,Mathf.Clamp(MirrorCam1.transform.localEulerAngles.y,-90f,90f),0);

     MirrorCam2.localRotation = rot;

 }

}

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