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Question by abi-kr01 · Oct 23, 2013 at 07:17 AM · touchrotatefreeze

touch rotate

m on a project where i have to rotate my staring to some digress and when i reach that degree it should not go beyond that but it can be rotated to other side .i have achive some portion of that but problem is when i keep on moving my hand(either left or right ) the rotation goes above or less then my condition check and not let my code to re-move. what should i do to solve that or in simple words how can i lock the rotaion angle of my stearing to not go beond 350 and less then 208 here is my code .

 if(Physics.Raycast(ray,hit))
                {      
                      euler = targetItem.transform.eulerAngles;                                                                                                                           
                     if((hit.transform.name=="stear") && (targetItem.transform.eulerAngles.y<350&&targetItem.transform.eulerAngles.y>208))
                       {  
                       print(targetItem.transform.localEulerAngles.y);
                              if(Input.GetTouch(i).phase == TouchPhase.Moved  ) 
                               { 
                                targetItem.transform.Rotate(0, theTouch.deltaPosition.x *3,0,Space.World);
                                 }
                              
                
                          }
                          
                       }
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avatar image mattssonon · Oct 23, 2013 at 01:27 PM 0
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How did this pass moderation? Your explanation makes very little sense.

avatar image abi-kr01 · Nov 15, 2013 at 12:28 PM 0
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i got the solution for this provided by aldonaletto

 // declare this variable outside any function:
 private var angle: Vector3 = Vector3.zero;
  
 ...
 if (hit.transform.name=="s$$anonymous$$r" )
 {
 if(Input.GetTouch(i).phase == TouchPhase.$$anonymous$$oved)
 {
 // "rotate" angle.y mathematically:
 angle.y += theTouch.deltaPosition.x * rotationRate;
 // clamp it to the desired limits:
 angle.y = $$anonymous$$athf.Clamp(angle.y, 180, 350);
 // update target actual rotation:
 targetItem.transform.eulerAngles = angle;
 }
 }
avatar image mattssonon · Nov 15, 2013 at 12:39 PM 0
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Then please write it as an answer and accept it or close the question.

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Answer by abi-kr01 · Nov 15, 2013 at 01:14 PM

this can be done using math.clamp function here is the code :-

 // declare this variable outside any function:
 private var angle: Vector3 = Vector3.zero;
  
 ...
 if (hit.transform.name=="stear" )
 {
 if(Input.GetTouch(i).phase == TouchPhase.Moved)
 {
 // "rotate" angle.y mathematically:
 angle.y += theTouch.deltaPosition.x * rotationRate;
 // clamp it to the desired limits:
 angle.y = Mathf.Clamp(angle.y, 180, 350);
 // update target actual rotation:

 targetItem.transform.eulerAngles = angle;
 }
 }
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