trying to limit camera x rotation with a clamp.
why do you have to tell it, for example, to clamp transform.position.x when you already made the clamp equal to transform.position?
also, why isnt mine working?
transform.rotation = Mathf.Clamp (transform.rotation.x, -90, 90);
UPDATE:::
For some reason this is now moving y camera in horizontal circles? and shaky?
using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour {
public int Sensitivity;
private float MouseYSet;
void Start () {
MouseYSet = Input.mousePosition.y;
}
void Update () {
transform.rotation = Quaternion.Euler (Mathf.Clamp (transform.rotation.x, -90, 90), 0, 0);
if (Input.mousePosition.y > MouseYSet)
{
transform.Rotate (new Vector3 (-1, 0, 0) * (Input.mousePosition.y - MouseYSet) * Sensitivity * 10 * Time.deltaTime);
MouseYSet = Input.mousePosition.y;
}
if (Input.mousePosition.y < MouseYSet)
{
transform.Rotate (new Vector3 (-1, 0, 0) * (Input.mousePosition.y - MouseYSet) * Sensitivity * 10 * Time.deltaTime);
MouseYSet = Input.mousePosition.y;
}
}
}