# RotateAround Clamping Issue

Hi all, I’m trying to implement a system where my camera will zoom in on the front face of a gameobject and I can then rotate around it with clamping.

I’ve managed to get it work, though I’m guessing I’ve done it totally wrong - Basically I’m expecting actualAngle to be NEGATIVE when I pan to the left and POSITIVE when I pan to the right.

It does work for targets that have no rotation but not for targets that do have a rotation as the centred angle is not zero.

Here’s my function:

float _prevMousePosX;

void RotateCamera()
{
//Allow min -30 degrees when panning to the left
minXLimit = -50;
//And max 30 degrees when panning to the right
maxXLimit = 50;

//Work out how much the mouse has moved
var mouseX = Input.GetAxis("Mouse X");

Vector3 angle = target.position + target.rotation * transform.position * -1;
var actualAngle = angle.x;
//The angle is very small so times it by 100
actualAngle = actualAngle * 100;
Debug.Log(actualAngle);

if ((actualAngle > minXLimit && actualAngle < maxXLimit && isMoving))
{
//No - Allow rotating in either direction horizontally
if(isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
} else
{
//Yes, it's more than 30 degrees either left or right
//Work out which way wer're trying to drag the mouse and whether we should allow rotation further in that direction
if (mouseX>0 && actualAngle < minXLimit)
{
//Don't allow?
}
else if (mouseX<0 && actualAngle < minXLimit)
{
//Allow rotating back
if (isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
}
else
{
//Mouse isn't moving

}

if (mouseX>0 && actualAngle > maxXLimit)
{
//Allow rotating back
if (isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
}
else if(mouseX<0 && actualAngle > maxXLimit)
{
//Don't allow rotating in this direction any further
} else
{
//Mouse isn't moving
}
}

_prevMousePosX = mouseX;
}

Issue resolved. I was going down the wrong path basically.

It can be simplified like this:

//Work out how close we are to facing each other
//We can minus 180 because we'll always be facing each other, but just not always directly
var newAngle = Quaternion.Angle(target.rotation, transform.rotation) -180;
//Then we need to work out whether we are to it's left or it's right
float rotateDirection = (((transform.eulerAngles.y - target.eulerAngles.y) + 360f) % 360f) > 180.0f ? 1 : -1;

var actualAngle = newAngle;
//And finally we can negate our degrees if we're to it's left
actualAngle = actualAngle * rotateDirection;

You can then use actualAngle to work out whether you should allow more rotation.