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Question by Ekta-Mehta-D · Nov 30, 2015 at 05:44 PM · rotationangleeuleranglesslerp

Limit rotation angle on Z axis while slerp

hii,..

I am doing slep of rotation and i want to set maximum rotation angle to -3 and minimum rotation angle to 17.

But i dont understand how do i set. code i have used for slep is here :

     // Update is called once per frame
     void Update ()
     {
         if (Input.GetMouseButtonDown (0)) {
             Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
             RaycastHit hit;
             if (Physics.Raycast (ray, out hit, 100)) {
                 if (hit.collider.name == "LeftCollider") {
                     finalRotation = Quaternion.Euler (0, 0, 5) * kite.transform.rotation;
                     if (kite.transform.eulerAngles.z < 14 || kite.transform.eulerAngles.z > 350) {
                         rotating = true;
                         StartCoroutine (rotateKiteDown ());
                     }
 
                 }
                 if (hit.collider.name == "RightCollider") {
                     finalRotation = Quaternion.Euler (0, 0, -5) * kite.transform.rotation;
                     if (kite.transform.eulerAngles.z < 16 || kite.transform.eulerAngles.z > 350) {
                         rotating = true;
                         StartCoroutine (rotateKiteUp ());
                     }
                 }
             }
         }
     
     }
 
     IEnumerator rotateKiteUp ()
     {
         while (kite.transform.rotation != finalRotation) {
             kite.transform.rotation = Quaternion.Slerp (kite.transform.rotation, finalRotation, Time.deltaTime * 2.5f);
             yield return 0;
         }
         kite.transform.rotation = finalRotation;
     }
 
     IEnumerator rotateKiteDown ()
     {
         while (kite.transform.rotation != finalRotation) {
             kite.transform.rotation = Quaternion.Slerp (kite.transform.rotation, finalRotation, Time.deltaTime * 2.5f);
             yield return 0;
         }
         kite.transform.rotation = finalRotation;
             
     }
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avatar image Fattie · Nov 30, 2015 at 07:37 PM 0
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your code is far too much, try to just post the relevant few lines

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Answer by Fattie · Nov 30, 2015 at 07:29 PM

Ekta. Conceivably, just use void LateUpdate() and very simply look in there at the eulerAngles, and crush them down to your limits.

(So, quite simply like ...

 e = ... eulerAngles
 newZ = Mathf.Clamp( e.z, -3f, 17f)
 e.z = new Z
 .. eulerAngles = e

.. and you're done.)

It's quite difficult to fight against slerping, you could get flicker.

IT can be very, very difficult to achieve what you're up to, but using the "trick" of LateUpdate can work in certain ranges of motion. Hope it helps.

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avatar image Arju2011 · Dec 01, 2015 at 07:59 AM 0
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This is the same solution that I was about to give. :D In my experience, it did not work very well, but it mostly worked.

avatar image Ekta-Mehta-D · Dec 01, 2015 at 08:31 AM 0
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I will try tonight and let you know. Thanks @Fattie

avatar image Ekta-Mehta-D · Dec 01, 2015 at 08:33 AM 0
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sir Can you post exact full code? and will it behave same like slerp on every hit ?

avatar image Ekta-Mehta-D · Dec 01, 2015 at 06:06 PM 0
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 if (hit.collider.name == "RightCollider") {
                     finalRotation = Quaternion.Euler (0, 0, -5) * kite.transform.rotation;
                     Vector3 eulerAgles = finalRotation.eulerAngles;
                     float z = $$anonymous$$athf.Clamp (eulerAgles.z, -3.0f, 17.0f);
                     eulerAgles.z = z;
                     finalRotation.eulerAngles = eulerAgles;
                     kite.transform.rotation = finalRotation;

}

I have done something like this. But its not working smoothly like slerp. @Fattie

avatar image sankalp22 · Dec 04, 2015 at 12:49 PM 0
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you can use slerp. Clamp rotation angle before calling coroutines. I didn't have any problem with slerp.

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