I’ve got a camera that is child to a pivot. The pivot rotates around its y-axis to circle the camera around a single point, while the camera uses RotateAround on the pivot’s z-axis to pitch up and down. I want to restrict the angle the camera can be at to between 10 and 80, but I keep getting a bug where it flips over the top (inverted) and will be stuck on that side. Here is the code:

```
float xChange = Input.GetAxis ("Mouse X") * Time.deltaTime * 200;
float yChange = Input.GetAxis ("Mouse Y") * Time.deltaTime * 200;
pivot.Rotate (Vector3.up * xChange);
if (myT.rotation.eulerAngles.x + yChange < 10)
yChange = 10 - myT.rotation.eulerAngles.x;
if (myT.rotation.eulerAngles.x + yChange > 80)
yChange = 80 - myT.rotation.eulerAngles.x;
myT.RotateAround(pivot.position, pivot.forward, -yChange);
```

I’ve tried a few other things but stuck with the two part systems for rotation and pitching. If anyone has a simpler, better idea, let me know. I’m just making a camera that rotates around a spot, looking at it and pitching, pretty common in games. Thanks!