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Question by FreeTimeDev · Jul 23, 2013 at 06:03 PM · rotationparentchildmathf.clamp

Clamping Child's Rotation Relative To Partent's

I have a 2d game where I'm attaching turrets (the children) to a space ship (parent).

Right now, when I disable the movement script for the parent my rotation script works fine; however, when the parent changes it's rotation the children's rotation becomes unreliable. I know that somehow I have to take the parents rotation into consideration but I don't know how.

 using UnityEngine;
 public class TurretRot : MonoBehaviour
 {
     public Transform player;
 
     public float minZRot, maxZRot;
     private float zRot = 0f;
     public bool rightSide = true;
     private Vector3 tmpEuler;
     
     public float speed = 45f;
     
     
     void Awake()
     {
         tmpEuler = transform.eulerAngles;    
     }
     void Start()
     {
         if(rightSide)
         {
             minZRot = -180f;
             maxZRot = 0f;
         }else
         {
             minZRot = 0f;
             maxZRot = 180f;
         }
         
     }
     
 
     void Update ()
     {
         //Clamping Child's Rotation Relative To Partent's
         if(rightSide)
         {
         //
         }
         
         zRot = -Mathf.Atan2(player.position.x - transform.position.x, player.position.y - transform.position.y) * (180 / Mathf.PI);
         zRot = Mathf.Clamp(zRot, minZRot, maxZRot);
         float angleZ = Mathf.MoveTowardsAngle(transform.localEulerAngles.z, zRot, speed * Time.deltaTime);
         
         
         transform.localRotation = Quaternion.Euler(0,0,zRot);
     }
 }


Edit: rightSide tells the turret which side of the ship it's on. In case that wasn't obvious.

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