I made a camera that rotates around an object... Everything is working fine. But I was not able to clamp or restrict the camera rotation. Here's the code..
//First - Get the Initial Position
if (Input.GetMouseButtonDown(0))
{
mPreviousPosition = mCamRef.ScreenToViewportPoint(Input.mousePosition);
}
//Second - the difference amount and change in x
if (Input.GetMouseButton(0))
{
Vector3 newPosition = mCamRef.ScreenToViewportPoint(Input.mousePosition);
Vector3 direction = mPreviousPosition - newPosition;
float rotationAroundYAxis = -direction.x * 180;
mCamRef.transform.position = mTargetToRotateAround.position;
rotationAroundYAxis = Mathf.Clamp(rotationAroundYAxis, -60f,60f);
mCamRef.transform.rotation = Quaternion.Euler(Vector3.up * rotationAroundYAxis);
mCamRef.transform.Translate(new Vector3(mDistanceToTarget.x, mDistanceToTarget.y, -mDistanceToTarget.z));
mPreviousPosition = newPosition;
}
You are clamping
rotationAroundYAxis = Mathf.Clamp(rotationAroundYAxis, -0.6f, 0.6f);
but then use it for Transform.Rotate
which rotates from the current rotation about the given amount => you always rotate something.
You would probably rather use e.g. Quaternion.Euler
mCamRef.transform.rotation = Quaternion.Euler(Vector3.up * rotationAroundYAxis);
However, note that clamping a rotation using +- 0.6°
makes barely any sense ...
From you comments you want to clamp to +-60° so rather use
rotationAroundYAxis = Mathf.Clamp(rotationAroundYAxis, -60, 60);
Though I still don't understand how you want to get a rotation in angles from a direction vector ...