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Question by KloverGames · Aug 22, 2019 at 03:59 PM · rotationrotatemathf.clamp

rotation won't rotate properly

So I want the spaceship to rotate to a certain point and not be able to go further, the problem is whenever I try to rotate back to my default rotation, it just snaps back to -45 degrees and I cant rotate to 45 degrees

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerControlScript : MonoBehaviour
 {
     //RigidBody Controller
     public Rigidbody player;
     private float leftSpeed = -10f;
     private float rightSpeed = 10f;
     //Blaster Controller
     public GameObject MissileOne;
     public Transform MissilePosOne;
     private float MissileReload;
 
     void Start()
     {
         //Blaster Controller
         MissileReload = 0f;
     }
 
     void FixedUpdate()
     {
         //RigidBody Controller
         if(Input.GetKey("d"))
         {
             transform.Rotate(-Vector3.forward * 3f);
             player.AddForce(rightSpeed, 0, 0);
         }
 
         if(Input.GetKey("a"))
         {
             transform.Rotate(Vector3.forward * 3f);
             player.AddForce(leftSpeed, 0, 0);
         }
 
         float minRotation = -45;
         float maxRotation = 45;
         Vector3 currentRotation = transform.localRotation.eulerAngles;
         currentRotation.z = Mathf.Clamp(currentRotation.z, minRotation, maxRotation);
         transform.localRotation = Quaternion.Euler(currentRotation);
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Answer by Namey5 · Aug 23, 2019 at 06:10 AM

This is because Euler angles are actually in the range of [0,360], rather than [-180,180]. In order to clamp them, you need to remap them into the right range;

 Vector3 currentRotation = transform.localRotation.eulerAngles;
 currentRotation.z = currentRotation.z > 180f ? -(360f - currentRotation.z) : currentRotation.z;
 currentRotation.z = Mathf.Clamp(currentRotation.z, minRotation, maxRotation);
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