Hi, I’ve been trying to figure out how to clamp a camera’s rotation (I’m programming my own player character) and it doesn’t seem to be working.
public bool DisableForStandardAsset = true;
public float MouseSensitivity = 5.0f;
public GameObject PlayerCamera;
public float PlayerCameraPitchYAxisLimit = 89.0f;
float MouseRotationY = 0f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
float MouseRotationX = Input.GetAxis("Mouse X") * MouseSensitivity;
gameObject.transform.Rotate (0,MouseRotationX,0);
if(DisableForStandardAsset==false)
{
MouseRotationY = Input.GetAxis("Mouse Y") * MouseSensitivity;
MouseRotationY = Mathf.Clamp(MouseRotationY, -PlayerCameraPitchYAxisLimit, PlayerCameraPitchYAxisLimit);
PlayerCamera.transform.Rotate(-MouseRotationY,0,0);
}