Why does clamping only work on some objects?

INCOMING!!

Camera stuff is pretty tricky… you may wish to consider using Cinemachine from the Unity Package Manager.

There’s even a dedicated forum: Unity Engine - Unity Discussions

But check this out: I got a new blurb I’m working on: how to make your own camera controller:

If you insist on making your own camera controller, the simplest way to do it is to think in terms of two Vector3 points in space: where the camera is LOCATED and where the camera is LOOKING.

private Vector3 WhereMyCameraIsLocated;
private Vector3 WhatMyCameraIsLookingAt;

void LateUpdate()
{
  cam.transform.position = WhereMyCameraIsLocated;
  cam.transform.LookAt( WhatMyCameraIsLookingAt);
}

Then you just need to update the above two points based on your GameObjects, no need to fiddle with rotations.

Finally:

Notes on clamping camera rotation and NOT using .eulerAngles because of gimbal lock:

How to instantly see gimbal lock for yourself:

All about Euler angles and rotations, by StarManta:

https://starmanta.gitbooks.io/unitytipsredux/content/second-question.html

1 Like