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Question by martianfeline · Oct 27, 2021 at 03:55 PM · rotationquaternionclampclamped rotation

How to Clamp a Quaternion Camera Rotation?

I am trying to make a camera script which will rotate based on mouse movement. I have made most of what I wanted, but I am unsure how to clamp the camera to moving between certain values. Using Mathf.Clamp seems to not work on quaternions, and I haven't been able to come up with any other workarounds. Any help would be appreciated.

This is the code that deals with the rotation:

     Quaternion camTurnAngleX = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * RotationSpeed, Vector3.up);

     Quaternion camTurnAngleY = Quaternion.AngleAxis(Input.GetAxis("Mouse Y") * RotationSpeed, Vector3.right);

     cameraOffset = camTurnAngleX * camTurnAngleY * cameraOffset;

The entire script is here:

 [SerializeField] private Transform PlayerTransform;
 private Vector3 cameraOffset;
 [SerializeField, Range(0.01f, 1.0f)] private float Smooth;
 [SerializeField] private float RotationSpeed;

 private void Start()
 {
     cameraOffset = transform.position - PlayerTransform.position;
     Cursor.lockState = CursorLockMode.Locked;
 }

 private void Rotate()
 {
     Vector3 newPos = PlayerTransform.position + cameraOffset;

     transform.position = Vector3.Slerp(transform.position, newPos, Smooth);

     transform.LookAt(PlayerTransform);

     Quaternion camTurnAngleX = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * RotationSpeed, Vector3.up);

     Quaternion camTurnAngleY = Quaternion.AngleAxis(Input.GetAxis("Mouse Y") * RotationSpeed, Vector3.right);

     cameraOffset = camTurnAngleX * camTurnAngleY * cameraOffset;

 }
 
 private void LateUpdate()
 {
     Rotate();
 }
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