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Question by AndreasC · May 02, 2014 at 08:29 PM · 2drotationmathf.clamp

Unity 2D, Mathf.Clamp rotation value

Hey !

I need someone who is good at Mathf.Clamp to tell me the equivalent of the Mathf.Clamp statement below. My issue is that I want to clamp two rotations, one when my character is flipped to the right, and one when my character is flipped to the left. Here's the clamp statement when the character is flipped to the right and IT WORKS FINE:

 if(PlayerController.flippedRight)
         {
             angle = Mathf.Clamp (angle, -50.0f, 50.0f); //Use this if character is flipped to the right
         }

Here's the statement that I need help with, I want it to be clamped to the equivalent to the first statement.

 if(PlayerController.flippedLeft)
         {
             angle = Mathf.Clamp (angle, -180.0f, -10.0f); //Use this if character is flipped to the right
         }

The main issue is that in between the rotations I want clamped (140, -160), and Clamp only lets you set min and max.

Thanks !

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avatar image koray1396 · May 02, 2014 at 08:44 PM 0
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I'm not sure if I understood right, both should work, if PlayerController.flippedLeft returns true; then angle should be between -180 and -10, isn't it what you need? And what else should clamp let you set? It's basicly the same as the following;

 if(PlayerController.flippedLeft){
     if(angle < -180f){
         angle = -180f;
     } else if(angle > -10f){
         angle = -10f;
     }
 }
avatar image AndreasC · May 02, 2014 at 09:44 PM 0
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Check out the picture I posted, maybe you can understand my issue from that picture.

avatar image robertbu · May 02, 2014 at 10:00 PM 0
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I don't see a link or embedded picture. How is angle derived? Is it ever read from eulerAngles?

avatar image AndreasC · May 02, 2014 at 10:34 PM 0
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alt text

I made a simple picture explaining my gun rotation issue. I want the shotgun to be able to rotate on both these directions. I have the right side fixed with(-50, 50), but I can't figure out how to fix the left side ?

Thanks !

unityexplanation.png (26.0 kB)

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Answer by Pyrian · May 03, 2014 at 12:30 AM

This assumes your angle is always in the range -180 to 180:

 if (Mathf.Abs(angle) < 140)    // Correct angles whose absolute value is less than 140
 {
     if (angle >= 0)    // Check which end to clamp to
         angle = 140;    // If 0-140, set to 140
     else
         angle = -140;    // Otherwise, set to -140
 }
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