Problem with Clamping Values for Object's Rotation - Unity C#









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I'm having trouble clamping the barrel's degrees plus its parent's(the tank's hull) degrees as well so I can get the same result like it does right of the picture below.



So the script is simple it rotates the barrel(turretBarrel) with the Y_Mouse Input and rotates the upperPart(turret) of the tank with the X_Mouse Input, along with barrel stabilization.
Script



 //Note this.transform is the tanks hull
public Transform turret;
public Transform turretBarrel;
float xRot;
float angleY;
float rotY;
float minTurretRotY;
float maxTurretRotY;
Vector3 mRot;
Vector3 rot;


public void Update() " + angleY + "/ Min : " + minTurretRotY+ " ; Max : " + (maxTurretRotY));



enter image description here










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  • Try mrot = turret.transform.localRotation.eulerAngles; instead.
    – Enfyve
    Nov 11 at 0:37











  • that does not work.
    – Rodney Joll
    Nov 11 at 0:57










  • I don't really get what you are doing in the code. Does the model have a correct hierarchy? If so, it would be sufficient to just store the two angles (and update them upon input) and set the two rotations of turret and barrel to be pure rotations about the corresponding axis (probably y and x).
    – Nico Schertler
    Nov 11 at 8:07














up vote
0
down vote

favorite












I'm having trouble clamping the barrel's degrees plus its parent's(the tank's hull) degrees as well so I can get the same result like it does right of the picture below.



So the script is simple it rotates the barrel(turretBarrel) with the Y_Mouse Input and rotates the upperPart(turret) of the tank with the X_Mouse Input, along with barrel stabilization.
Script



 //Note this.transform is the tanks hull
public Transform turret;
public Transform turretBarrel;
float xRot;
float angleY;
float rotY;
float minTurretRotY;
float maxTurretRotY;
Vector3 mRot;
Vector3 rot;


public void Update() " + angleY + "/ Min : " + minTurretRotY+ " ; Max : " + (maxTurretRotY));



enter image description here










share|improve this question





















  • Try mrot = turret.transform.localRotation.eulerAngles; instead.
    – Enfyve
    Nov 11 at 0:37











  • that does not work.
    – Rodney Joll
    Nov 11 at 0:57










  • I don't really get what you are doing in the code. Does the model have a correct hierarchy? If so, it would be sufficient to just store the two angles (and update them upon input) and set the two rotations of turret and barrel to be pure rotations about the corresponding axis (probably y and x).
    – Nico Schertler
    Nov 11 at 8:07












up vote
0
down vote

favorite









up vote
0
down vote

favorite











I'm having trouble clamping the barrel's degrees plus its parent's(the tank's hull) degrees as well so I can get the same result like it does right of the picture below.



So the script is simple it rotates the barrel(turretBarrel) with the Y_Mouse Input and rotates the upperPart(turret) of the tank with the X_Mouse Input, along with barrel stabilization.
Script



 //Note this.transform is the tanks hull
public Transform turret;
public Transform turretBarrel;
float xRot;
float angleY;
float rotY;
float minTurretRotY;
float maxTurretRotY;
Vector3 mRot;
Vector3 rot;


public void Update() " + angleY + "/ Min : " + minTurretRotY+ " ; Max : " + (maxTurretRotY));



enter image description here










share|improve this question













I'm having trouble clamping the barrel's degrees plus its parent's(the tank's hull) degrees as well so I can get the same result like it does right of the picture below.



So the script is simple it rotates the barrel(turretBarrel) with the Y_Mouse Input and rotates the upperPart(turret) of the tank with the X_Mouse Input, along with barrel stabilization.
Script



 //Note this.transform is the tanks hull
public Transform turret;
public Transform turretBarrel;
float xRot;
float angleY;
float rotY;
float minTurretRotY;
float maxTurretRotY;
Vector3 mRot;
Vector3 rot;


public void Update() " + angleY + "/ Min : " + minTurretRotY+ " ; Max : " + (maxTurretRotY));



enter image description here







c# unity3d math rotation






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asked Nov 11 at 0:05









Rodney Joll

135




135











  • Try mrot = turret.transform.localRotation.eulerAngles; instead.
    – Enfyve
    Nov 11 at 0:37











  • that does not work.
    – Rodney Joll
    Nov 11 at 0:57










  • I don't really get what you are doing in the code. Does the model have a correct hierarchy? If so, it would be sufficient to just store the two angles (and update them upon input) and set the two rotations of turret and barrel to be pure rotations about the corresponding axis (probably y and x).
    – Nico Schertler
    Nov 11 at 8:07
















  • Try mrot = turret.transform.localRotation.eulerAngles; instead.
    – Enfyve
    Nov 11 at 0:37











  • that does not work.
    – Rodney Joll
    Nov 11 at 0:57










  • I don't really get what you are doing in the code. Does the model have a correct hierarchy? If so, it would be sufficient to just store the two angles (and update them upon input) and set the two rotations of turret and barrel to be pure rotations about the corresponding axis (probably y and x).
    – Nico Schertler
    Nov 11 at 8:07















Try mrot = turret.transform.localRotation.eulerAngles; instead.
– Enfyve
Nov 11 at 0:37





Try mrot = turret.transform.localRotation.eulerAngles; instead.
– Enfyve
Nov 11 at 0:37













that does not work.
– Rodney Joll
Nov 11 at 0:57




that does not work.
– Rodney Joll
Nov 11 at 0:57












I don't really get what you are doing in the code. Does the model have a correct hierarchy? If so, it would be sufficient to just store the two angles (and update them upon input) and set the two rotations of turret and barrel to be pure rotations about the corresponding axis (probably y and x).
– Nico Schertler
Nov 11 at 8:07




I don't really get what you are doing in the code. Does the model have a correct hierarchy? If so, it would be sufficient to just store the two angles (and update them upon input) and set the two rotations of turret and barrel to be pure rotations about the corresponding axis (probably y and x).
– Nico Schertler
Nov 11 at 8:07

















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