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Question by braydon97 · Oct 03, 2018 at 05:01 AM · c#unity 5vector3lookatsteering

How to Clamp LookAt on the Y Axis

I have looked for awhile on how to incorporate something like this into my code and just can't figure it out.

So the Code I have is on the two front tires of the vehicle, and the Car is following the Target "Player" which everything is working the wheels turn as well as the wheel Colliders but if the player was to run a circle around the vehicle the wheels would turn a full 360 Degrees which I don't want. and I was wondering how to add a Max steer angle on the y axis so they can only turn at max a 30-45 degree angle.

Here is the code thanks in advance!

         Vector3 targetPos = new Vector3(target.transform.position.x, frontDriverT.position.y, target.transform.position.z);
          Vector3 targetPos2 = new Vector3(target.transform.position.x, frontPassengerT.position.y, target.transform.position.z);
  
          frontDriverT.LookAt(targetPos);
          frontPassengerT.LookAt(targetPos2);
  
          eulerAngY = frontDriverT.localEulerAngles.y;
          eulerAngYTwo = frontPassengerT.localEulerAngles.y;
  
          frontDriverW.steerAngle = eulerAngY;
          frontPassengerW.steerAngle = eulerAngYTwo;
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Answer by Dankey_Kang · Oct 03, 2018 at 07:19 AM

Instead of using LookAt, I would set the transform.forward directly from a calculated vector that can be bounded. I assume you want the wheel bound to be relative to the front of the vehicle. If not then change it to whatever you want the rotation to be relative to, in this case I represented the vehicle transform with vehicleT. You also may have to throw a negative on the quaternion.euler y component depending on if the rotation is flipped.

 Vector3 targetVector = new Vector3(target.transform.position.x - frontDriverT.position.x, 0f, target.transform.position.z - frontDriverT.position.z);
 
 Vector3 relativeVector = new Vector3(vehicleT.forward.x, 0f, vehicleT.forward.z);
 
 float wheelAngle = Vector3.SignedAngle(relativeVector, targetVector, Vector3.up);
 
 wheelAngle = Mathf.Clamp(wheelAngle, -maxWheelAngle, maxWheelAngle);
 
 Vector3 wheelForward = Quaternion.Euler(0f, wheelAngle, 0f) * relativeVector;
 
 frontDriverT.forward = wheelForward;


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avatar image braydon97 · Oct 03, 2018 at 09:09 AM 0
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Thank you exactly what I was looking for!!

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