I'm trying to rotate an object according to the stick input on a controller, and then clamp it at a maximum rotation. When I use Mathf.Clamp()
the rotation just hits that wall, and it doesn't feel good. I've tried using Mathf.SmoothDamp()
as well and that creates similar results. Is there a way to smoothly approach the max rotation angle while taking the stick input into account?
void Update()
{
SmoothRotate();
}
void SmoothRotate()
{
rotateX += iR.leftStickY * rotationSensitivity * Time.deltaTime;
rotateX = Mathf.Clamp(rotateX, -maxPitchAngle, maxPitchAngle);
currentRotX = Mathf.Lerp(currentRotX, rotateX, .5f);
rotateZ += iR.leftStickX * rotationSensitivity * Time.deltaTime;
rotateZ = Mathf.Clamp(rotateZ, -maxPitchAngle, maxPitchAngle);
currentRotZ = Mathf.Lerp(currentRotZ, rotateZ, .5f);
transform.eulerAngles = new Vector3(currentRotX, currentAngle.y, currentRotZ);
}
Any help is greatly appreciated.
Try this Stuff
public float mouseSensitivity = 10.0f;
public Transform target;
public float dstFromTarget = 2.0f;
public float yaw;
public float pitch;
public Vector2 pitchMinMax = new Vector2(-50, 85);
public float rotationSmoothTime = 0.02f;
Vector3 rotationSmoothVelocity;
Vector3 currentRotation;
void Update()
{
SmoothRotate();
}
void SmoothRotate()
{
//Mouse Movement
yaw += iR.leftStickX * mouseSensitivity;
pitch -= iR.leftStickY * mouseSensitivity;
// Clamp
pitch = Mathf.Clamp(pitch, -maxPitchAngle, maxPitchAngle);
transform.eulerAngles = Vector3.SmoothDamp(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
}