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Question by Parzivell · Mar 02, 2015 at 05:38 AM · camerajavascriptmovementfpsrotate

Set Max Rotation On Weapon Sway

I had made the weapon lag behind the camera by a little bit (the weapon inst a child of the camera, the script makes it lag behind the camera) and when i move the mouse too fast, the weapon goes off screen so i was wondering if there is a way to set a max rotation so it doesn't fly off the screen.

 var PlayerTransform : Transform;
 var PlayerScript : Player;
 var PlayerGameObj : GameObject;
 var RotationSpeed : float;
 
 var PlayerCamera : GameObject;
 
 //Targets
 @HideInInspector
 var TargetXrotation : float;
 
 @HideInInspector
 var TargetYrotation : float;
 
 @HideInInspector
 var TargetXrotationV : float;
 
 @HideInInspector
 var TargetYrotationV : float;
 
 function Update ()
 {
     
     
     transform.position = PlayerCamera.transform.position + (Quaternion.Euler(0,TargetYrotation,0) * Quaternion.Euler(TargetXrotation,TargetYrotation,0) * Vector3(0,0,0));
 
     TargetXrotation = Mathf.SmoothDamp(TargetXrotation, -PlayerCamera.GetComponent(MouseLook).rotationY,TargetXrotationV,RotationSpeed);
     TargetYrotation = Mathf.SmoothDamp(TargetYrotation, PlayerCamera.GetComponent(MouseLook).RotationX,TargetYrotationV,RotationSpeed);
 
     transform.rotation = Quaternion.Euler(TargetXrotation,TargetYrotation,0);
     
 
 }    


If you want to test the script out, you also have to modify your mouse look script to this -

 using UnityEngine;
 using System.Collections;
 
 /// MouseLook rotates the transform based on the mouse delta.
 /// Minimum and Maximum values can be used to constrain the possible rotation
 
 /// To make an FPS style character:
 /// - Create a capsule.
 /// - Add the MouseLook script to the capsule.
 ///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
 /// - Add FPSInputController script to the capsule
 ///   -> A CharacterMotor and a CharacterController component will be automatically added.
 
 /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
 /// - Add a MouseLook script to the camera.
 ///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseLook : MonoBehaviour {
 
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float minimumX = -360F;
     public float maximumX = 360F;
 
     public float minimumY = -60F;
     public float maximumY = 60F;
 
     public float RotationX = 0f;
     public float rotationY = 0f;
 
 
 
 
     void Update ()
     {
         RotationX += Input.GetAxis("Mouse X") * sensitivityX;;
 
         if (axes == RotationAxes.MouseXAndY)
         {
             float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
             
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
         else if (axes == RotationAxes.MouseX)
         {
             transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
         }
     }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (GetComponent<Rigidbody>())
             GetComponent<Rigidbody>().freezeRotation = true;
     }
 }


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