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How do I clamp the camera x rotation
i have a rotate touch pad, that rotates a camera around a pivot how would I clamp the x rotation? basically how do i clamp the camera so it does not do backflips and frontflips
#pragma strict
@script RequireComponent(CharacterController)
@script AddComponentMenu("Camera-Control/Smooth Look At")
private var character : CharacterController;
private var thisTransform : Transform;
var rotateTouchPad : Joystick;
var cameraPivot : Transform;
var camRotation : Vector3 = Vector3(xCamRotation,yCamRotation,0);
var xSpeed : float = .5;
var ySpeed : float = .5;
var xCamRotation : float = 0;
var yCamRotation : float = 0;
var rotationSpeed : Vector3 = Vector3(xSpeed,ySpeed,0);
function Start () {
character = GetComponent(CharacterController);
thisTransform = GetComponent(Transform);
}
function LookFunction () {
camRotation = rotateTouchPad.position;
xCamRotation = rotateTouchPad.position.x;
yCamRotation = rotateTouchPad.position.y;
camRotation.x = xCamRotation;
camRotation.y = yCamRotation;
rotationSpeed.x = xSpeed;
rotationSpeed.y = ySpeed;
xCamRotation *= xSpeed;
yCamRotation *= ySpeed;
camRotation *= Time.smoothDeltaTime;
cameraPivot.Rotate(0,xCamRotation,0,Space.World);
cameraPivot.Rotate(-yCamRotation,0,0);
//this line of code is not clamaping it
cameraPivot.rotation.x = Mathf.Clamp(cameraPivot.rotation.x,-45,45);
//this line of code is not clamping
cameraPivot.eulerAngles.x = Mathf.Clamp(cameraPivot.eulerAngles.y,-45,45);
}
Answer by reefwirrax · Sep 21, 2013 at 03:01 AM
if camera X rotation larger than 45, camera X rotation equals 45. If camera X rotation lower than -45, camera X rotation equals -45.
check out the last function here:
var target : Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
hey reef can you explain to me why you used a function called "static function ClampAngle" how will this script know your telling it to clamp angles? if everything is a float in the argument.
Answer by Jeff_B · Oct 03, 2015 at 02:40 PM
check the last line in the ClampAngle function: Mathf.Clamp (....) That is what does the limit to rotation.
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