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Question by GregIven · Nov 21, 2015 at 07:45 PM · rotationquaternionmathf.clamp

Help with clamping rotation, and using animations

So I created a GetMousePos() function to get the location of the mouse on screen and set my player gameObject to rotate towards the click.

I am using a mathf.clamp() to try and keep the x and z axis values at zero.

HOWEVER,

When I use a an attack animation within a certain range (usually within 1) the gameObjects x and z rotations go beyond zero.

Is there a way to keep the z and x rotations 0 no matter what????

(A little background, the GetMousePos() and Attack() [which contains the animations for attacking] both are in the update function and the GetMousePos() comes before attack. So I believe that during update the GetMousePos() sets the rotation a certain way but then the Attack() sets it another)

Thanks

EDIT: This is my function: void GetMousePos() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; Quaternion setRot;

         if (Physics.Raycast(ray, out hit))
         {
             lookTarget = hit.point;
         }
         Vector3 lookDelta = (hit.point - transform.position);
         Quaternion targetRot = Quaternion.LookRotation(lookDelta);
         float rotSpeed = turnSpeed * Time.deltaTime;
 
         setRot = Quaternion.Euler(Mathf.Clamp(0, minClamp, maxClamp), lookDelta.y, Mathf.Clamp(0, minClamp, maxClamp));
         transform.rotation = Quaternion.RotateTowards(transform.rotation, setRot, rotSpeed);
     }

EDIT 2:

So after some QA, I realized the problem is when I click the gameObject "Enemy" it must be hitting a ray against the top of the enemy and setting the rotation to be parallel with the height of the "Enemy"... Any insight into this?

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avatar image GregIven · Nov 21, 2015 at 09:23 PM 0
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I found my own solution!

All I had to do was insert an If statement above lookTarget:

 if (Physics.Raycast(ray, out hit))
         {
             if (hit.collider.tag == "Enemy")
             {
                 lookTarget = opponent.transform.position;
             }
         }

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