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Question by LightMiner · Jul 22, 2017 at 02:18 AM · c#javascripttransformtransform.rotationlimitations

How to restrict rotation

Hello, I'm trying to set limits to my rotation script, for instant, when I press "a" to rotate left and it reaches -90 it stops, and when I press "d" to rotate right and it reaches 90 it stops there, I know it is simple, but I can't seem to make it work, even tho I tried all day with no success.. I'd appreciate some help! :)

Here is my script:

 #pragma strict
 
 public var speed : float = 1f;
 
 
 
 function FixedUpdate ()
 {
 
     
 
      if (Input.GetKey("d")) 
         transform.Rotate(-Vector3.up, speed * Time.fixedDeltaTime);
        
     
      if (Input.GetKey("a")) 
         transform.Rotate(Vector3.up, speed * Time.fixedDeltaTime);
 
  }
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Answer by FlaSh-G · Jul 23, 2017 at 09:46 PM

Try this:

 private var rotation = 0f;

 function FixedUpdate()
 {
   if(Input.GetKey("d"))
     rotation += speed * Time.deltaTime;

   if(Input.GetKey("a"))
     rotation -= speed * Time.deltaTime;

   rotation = Mathf.Clamp(rotation, -90, 90);

   var rot = transform.localEulerAngles;
   rot.y = rotation;
   transform.localEulerAngles = rot;
 }
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avatar image Neogene · Sep 07, 2021 at 08:11 AM 1
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Watch out! You are modifying the y component of the quaternion property, should be better to change the local/global euler angle property.

avatar image FlaSh-G Neogene · Sep 07, 2021 at 08:14 AM 0
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Heh, a 4 year old oversight. Fixed it :)

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Answer by NejoFTW · May 23 at 09:18 AM

If you need a simple Y rotation limit this kind of works for me, example for camera rotation limited on Y axis. Attach component to camera, replace the "InputY" float with your input value from -1 to 1 and make a float for speed and rotationLimit variables and you should be good to go...

 public void RotateCamera()
     {
         Vector3 cameraEuler = transform.rotation.eulerAngles;
         if (cameraEuler.y > 180)
         {
             cameraEuler.y -= 360;
         }
         float desiredRot = cameraEuler.y + (inputY * speed);
         if (desiredRot > -rotationLimit && desiredRot < rotationLimit)
         {
             transform.Rotate(Vector3.up, inputY * speed);
         }
     } 
 
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