Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DavidII4VG · Sep 20, 2013 at 09:32 PM · androiddebug

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);
     
     
     
     
     
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1

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);
 }
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DavidII4VG · Sep 22, 2013 at 09:21 PM 0
Share

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.

avatar image
0

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.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity 2017 frame rate capped? 2 Answers

Debugging an Android device from Visual Studio 2019 2 Answers

Android crash report 0 Answers

Android freezes on attaching VS/Mono debugger 1 Answer

integration unity3d and android x86 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges