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Скачать или смотреть How to Clamp Camera Rotation Axis Correctly in Unity

  • vlogize
  • 2025-05-27
  • 8
How to Clamp Camera Rotation Axis Correctly in Unity
How to clamp camera rotation axis correctly?c#unity game enginecameragame developmentquaternions
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Описание к видео How to Clamp Camera Rotation Axis Correctly in Unity

Learn how to effectively clamp your camera's rotation axis in Unity to avoid issues with jumping values. Follow our step-by-step guide to implement a robust solution!
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This video is based on the question https://stackoverflow.com/q/66566569/ asked by the user 'Damiano' ( https://stackoverflow.com/u/15315565/ ) and on the answer https://stackoverflow.com/a/66581852/ provided by the user 'Damiano' ( https://stackoverflow.com/u/15315565/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

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The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

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How to Clamp Camera Rotation Axis Correctly in Unity

In the world of game development, ensuring smooth and controlled camera movement is pivotal for an engaging user experience. However, many developers encounter issues when trying to clamp the rotation of a camera, resulting in unexpected jumps back and forth in rotation values. If you've faced similar challenges in Unity, you're not alone.

The Problem: Jumping Rotation Values

A common scenario occurs when you attempt to clamp the camera's X and Y axis rotations. You might find that reaching the maximum threshold abruptly flips back to the minimum threshold instead of smoothly transitioning. This problem can be frustrating and can negatively impact gameplay.

Here’s a piece of code reflecting the situation:

[[See Video to Reveal this Text or Code Snippet]]

Why Is This Happening?

The issue arises because the angle values in Unity work within -180 to 180 degrees or 0 to 360 degrees. Clamping these angles naively without normalizing can cause the abrupt jumps you've experienced.

The Solution: Properly Clamping Angles

To tackle this issue effectively, you need to normalize the angle values before clamping. Here’s a robust way to implement angle clamping in Unity:

Step 1: Create a ClampAngle Method

This method normalizes the input angles so they are within a manageable range.

[[See Video to Reveal this Text or Code Snippet]]

Step 2: Integrate ClampAngle into Your Rotation Code

You can now use the ClampAngle method in your existing ClimbingLookRotation function:

[[See Video to Reveal this Text or Code Snippet]]

Final Words

By normalizing your angles, you allow for smooth transitions between the minimum and maximum thresholds without abrupt flipping. This small change can make a significant difference in the overall feel and control of your camera mechanics.

If you have any further questions or need more assistance with your Unity projects, feel free to ask! Happy coding, and a big thanks to the Unity community for their support!

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