How do I clamp the camera x rotation

i have a rotate touch pad, that rotates a camera around a pivot how would I clamp the x rotation? basically how do i clamp the camera so it does not do backflips and frontflips

``````#pragma strict

@script RequireComponent(CharacterController)

private var character : CharacterController;
private var thisTransform : Transform;

var cameraPivot : Transform;

var camRotation : Vector3 = Vector3(xCamRotation,yCamRotation,0);
var xSpeed : float = .5;
var ySpeed : float = .5;
var xCamRotation : float = 0;
var yCamRotation : float = 0;
var rotationSpeed : Vector3 = Vector3(xSpeed,ySpeed,0);

function Start () {

character = GetComponent(CharacterController);
thisTransform = GetComponent(Transform);

}

function LookFunction () {

camRotation.x = xCamRotation;
camRotation.y = yCamRotation;

rotationSpeed.x = xSpeed;
rotationSpeed.y = ySpeed;

xCamRotation *= xSpeed;
yCamRotation *= ySpeed;

camRotation *= Time.smoothDeltaTime;

cameraPivot.Rotate(0,xCamRotation,0,Space.World);
cameraPivot.Rotate(-yCamRotation,0,0);

//this line of code is not clamaping it
cameraPivot.rotation.x = Mathf.Clamp(cameraPivot.rotation.x,-45,45);

//this line of code is not clamping
cameraPivot.eulerAngles.x = Mathf.Clamp(cameraPivot.eulerAngles.y,-45,45);

}
``````

if camera X rotation larger than 45, camera X rotation equals 45.
If camera X rotation lower than -45, camera X rotation equals -45.

check out the last function here:

``````var target : Transform;
var distance = 10.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

private var x = 0.0;
private var y = 0.0;

function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;

// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}

function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

y = ClampAngle(y, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;

transform.rotation = rotation;
transform.position = position;
}
}

static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
``````

check the last line in the ClampAngle function: Mathf.Clamp (…) That is what does the limit to rotation.