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Question by voltage · Sep 21, 2016 at 05:00 PM · camerarotationmathf.clampclamped rotation

How to Properly Mathf.Clamp an X Rotation for Camera?

I've been at this longer than I care to admit. It's pretty frustrating. I got the code to work, however it would teleport back to max value when going down. (That's because I can't go under 0 on rotation, it turns into 360 instead). How do I fix this?!?

 //Clamps didn't work because Rot X would turn into 360 instead of -40f.

             behaveList[1].transform.localEulerAngles = new Vector3(
                 Mathf.Clamp(behaveList[1].transform.localEulerAngles.x,
                     -40f, 40f), 0, 0);
 
             //Motion
             if (Input.GetAxis("Mouse Y") > .1f)
             {
                 behaveList[1].transform.Rotate(new Vector3(70, 0, 0) * Time.deltaTime, Space.Self);
             }
             if (Input.GetAxis("Mouse Y") < -.1f)
             {
                 behaveList[1].transform.Rotate(new Vector3(-70f, 0, 0) * Time.deltaTime, Space.Self);               
             }
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