[SOLVED] Limit Mouse Look View

Hi everyone, I have this SimpleSmoothMouseLook script and i wanna limit it to a specific area like mouse look should only work on half screen not everywhere is it possible and how? Here’s the script:

using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
public class SimpleSmoothMouseLook : MonoBehaviour
{
    Vector2 _mouseAbsolute;
    Vector2 _smoothMouse;
   
    public Vector2 clampInDegrees = new Vector2(360, 180);
    public bool lockCursor;
    public Vector2 sensitivity = new Vector2(2, 2);
    public Vector2 smoothing = new Vector2(3, 3);
    public Vector2 targetDirection;
    public Vector2 targetCharacterDirection;
   
    // Assign this if there's a parent object controlling motion, such as a Character Controller.
    // Yaw rotation will affect this object instead of the camera if set.
    public GameObject characterBody;
   
    void Start()
    {
        // Set target direction to the camera's initial orientation.
        targetDirection = transform.localRotation.eulerAngles;
       
        // Set target direction for the character body to its inital state.
        if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
    }
   
    void Update()
    {
        // Ensure the cursor is always locked when set
        Screen.lockCursor = lockCursor;
       
        // Allow the script to clamp based on a desired target value.
        var targetOrientation = Quaternion.Euler(targetDirection);
        var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
       
        // Get raw mouse input for a cleaner reading on more sensitive mice.
        var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
       
        // Scale input against the sensitivity setting and multiply that against the smoothing value.
        mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
       
        // Interpolate mouse movement over time to apply smoothing delta.
        _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
        _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
       
        // Find the absolute mouse movement value from point zero.
        _mouseAbsolute += _smoothMouse;
       
        // Clamp and apply the local x value first, so as not to be affected by world transforms.
        if (clampInDegrees.x < 360)
            _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
       
        var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
        transform.localRotation = xRotation;
       
        // Then clamp and apply the global y value.
        if (clampInDegrees.y < 360)
            _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
       
        transform.localRotation *= targetOrientation;
       
        // If there's a character body that acts as a parent to the camera
        if (characterBody)
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
            characterBody.transform.localRotation = yRotation;
            characterBody.transform.localRotation *= targetCharacterOrientation;
        }
        else
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
            transform.localRotation *= yRotation;
        }
    }
}

Any Help would be highly Appreciated…

You already have a spot where I see you are clamping. So you just need to clamp what value you can lerp to.

Thank u so much for the info…i’m kinda noob in C# but i understand little so can you tell me how can i clamp values so that mouse look script should only work on half screen or something? it’ll be really helpful!

Thanks but your method was to clamp the radius/view i see so my player won’t look/rotate up/down or left/right after reaching the decided clamp value but that’s not i wanted…BTW Thanks and I figured it out and customized it how i wanted…i am making a mobile fps game so i needed something to look around and this was working perfectly with touch so instead of limiting mouse view’s area i got the code which was in update method and placed it in Repeat OnGUI Button and scaled it to the area i wanted the mouse look to work like half screen so on touching below that area the mouse look doesn’t work and my player doesn’t go crazy…anyways i think i puzzled everyone…here’s the script Hope it’ll help someone else too.

using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
public class SimpleSmoothMouseLook : MonoBehaviour
{
    Vector2 _mouseAbsolute;
    Vector2 _smoothMouse;
   
    public Vector2 clampInDegrees = new Vector2(360, 180);
    public bool lockCursor;
    public Vector2 sensitivity = new Vector2(2, 2);
    public Vector2 smoothing = new Vector2(3, 3);
    public Vector2 targetDirection;
    public Vector2 targetCharacterDirection;

    public float minimumX = -90F;
    public float maximumX = 90F;
    public float minimumY = -60F;
    public float maximumY = 60F;

    // Assign this if there's a parent object controlling motion, such as a Character Controller.
    // Yaw rotation will affect this object instead of the camera if set.
    public GameObject characterBody;
   
    void Start()
    {
        // Set target direction to the camera's initial orientation.
        targetDirection = transform.localRotation.eulerAngles;
       
        // Set target direction for the character body to its inital state.
        if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
    }
   
     void OnGUI()
    {//just for the sake of testing i made the button small so i can see what is going on.
        if (GUI.RepeatButton (new Rect (580, 580, 580, 590), "move")){
       
        // Allow the script to clamp based on a desired target value.
        var targetOrientation = Quaternion.Euler(targetDirection);
        var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
       
        // Get raw mouse input for a cleaner reading on more sensitive mice.
        var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
       
        // Scale input against the sensitivity setting and multiply that against the smoothing value.
        mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
       
        // Interpolate mouse movement over time to apply smoothing delta.
        _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
        _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
       
        // Find the absolute mouse movement value from point zero.
        _mouseAbsolute += _smoothMouse;
       
        // Clamp and apply the local x value first, so as not to be affected by world transforms.
        if (clampInDegrees.x < 360)
            _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, minimumX, maximumX);
       
        var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
        transform.localRotation = xRotation;
       
        // Then clamp and apply the global y value.
        if (clampInDegrees.y < 360)
            _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, minimumY, maximumY);
       
        transform.localRotation *= targetOrientation;
       
        // If there's a character body that acts as a parent to the camera
        if (characterBody)
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
            characterBody.transform.localRotation = yRotation;
            characterBody.transform.localRotation *= targetCharacterOrientation;
        }
        else
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
            transform.localRotation *= yRotation;
        }
    }
}
}