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This question was
closed Jan 03, 2015 at 11:05 PM by
tanoshimi for the following reason:
Duplicate Question, by definition...
Second attempt at fixing broken code, yet it still does the same thing.
this is the code and the previous question http://answers.unity3d.com/questions/868285/soo-wierd-clamp-doesnt-work-when-moving-and-goes-p.html
using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour {
public int Sensitivity;
public float MaxDistance;
private float MouseY;
private float MouseYSet;
private float CameraAngleX;
public float CameraY;
public float CameraZ;
public GameObject CameraTarget;
void Start () {
}
void Update () {
// Look controls
MouseY -= Input.GetAxisRaw ("Mouse Y");
CameraY = Mathf.Clamp (CameraY + (MouseY - MouseYSet) * Sensitivity * 10, CameraTarget.transform.position.y + transform.lossyScale.y / 2, CameraTarget.transform.position.y + transform.lossyScale.y / 2 + MaxDistance);
CameraZ = Mathf.Clamp (CameraZ + (MouseY - MouseYSet) * Sensitivity * 10, CameraTarget.transform.position.z - MaxDistance, CameraTarget.transform.position.z - MaxDistance / 4 * 3);
if (MouseYSet != MouseY)
{
transform.localPosition += new Vector3 (0, CameraY - transform.localPosition.y, CameraZ - transform.localPosition.z);
transform.LookAt (CameraTarget.transform.localPosition);
MouseYSet = MouseY;
}
}
}
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