Clamp rotation of camera in Unity

Some notes and issues when trying to clamp the rotation of a camera in Unity. All the code was put on a script assigned to a controller that controlled the camera view. Used the Simple Touch Controller from the asset store.

Problem trying to clamp EulerAngles

It appears that the following code does not work as EulerAngles expects a value from 0-365.

transform.localEulerAngles = new Vector3(Mathf.Clamp(transform.localEulerAngles.x - rightController.GetTouchPosition.y * Time.deltaTime * speedContinuousLook, 0f , 20f ),transform.localEulerAngles.y + rightController.GetTouchPosition.x * Time.deltaTime * speedContinuousLook, 0f);

Extra debug info

Debug.Log("Rotation = " + transform.localEulerAngles.ToString());

Code to clamp rotation

You have to do some math to take the value from 0-365, then translate it to -90 – 90 so it can be clamped properly

// Put these with the rest of your public variables.  These should show up in the Unity Inspector and allow you to modify the values
public float speedProgressiveLook;
public float clampXRotationUp;
//  The following lines allow the script to Clamp the camera X rotation and should go in the Update function

float playerRotation = transform.localEulerAngles.x - rightController.GetTouchPosition.y * Time.deltaTime * speedContinuousLook; 

if (playerRotation > 180)        {             
    playerRotation = playerRotation - 360 ;  // Sets our working numbers between -180 - 180  
}    
     
playerRotation = Mathf.Clamp(playerRotation, clampXRotationDown, clampXRotationUp);

Vector3 newRotation;
newRotation.x = playerRotation;
newRotation.y = transform.localEulerAngles.y + rightController.GetTouchPosition.x * Time.deltaTime * speedContinuousLook;
newRotation.z = 0;

transform.localEulerAngles = newRotation;

The following links were helpful.

https://gamedev.stackexchange.com/questions/120500/using-mathf-clamp-in-vector3-to-restrict-object-drag

https://www.reddit.com/r/Unity3D/comments/8ue9fp/mathfclamp_is_refusing_to_work_can_anybody_offer/

https://stackoverflow.com/questions/26682155/using-mathf-clamp-in-unity-for-boundries

Unity 2D C# Script to Spawn Object on Screen at Touch Position

You’ll need a touch screen to test this out.  Easiest way is to use the Unity Remote 5 app.  It allows you to use your Android device as a touch screen input.

Start by creating a new empty C# script named “TouchScript” and paste in the following code.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TouchScript : MonoBehaviour {

public GameObject bullet;

void Start () {

}

void Update () {
Touch myTouch = Input.GetTouch (0);
for(int i =0; i < Input.touchCount; i++)
if (myTouch.phase == TouchPhase.Began) {
{
Debug.Log ("Touch Position" + myTouch.position);
SpawnBullet (myTouch);
}
}
}

void SpawnBullet(Touch fireTouch) {
Vector3 touchPos = Camera.main.ScreenToWorldPoint (fireTouch.position);
touchPos.z = 1; // Puts the z coordinates at 1 so it is visible to the camera.
Debug.Log("Vector3 Pos" + touchPos);
Instantiate (bullet, touchPos, Quaternion.identity);
}
}

Now you’ll need to put your script on a game object.  You should be able to drag and drop it on any game object, in this case the Main Camera “green”.

Next drag and drop the game object prefab to the script “red”.  This tells the script which game object to spawn or instantiate when you touch the screen.

Run the scene.  It should now create a game object where you touch on the screen.