Whenever cameraPivotPoint's rotation on the x axis hits a negative number, it sets it to the highest number in the clamp no matter what you set it to, I have no idea what's going on and don't know what to do about it.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerCntroller : MonoBehaviour
{
[Header("GameObjects")]
[SerializeField] GameObject mainCamera;
[SerializeField] GameObject cameraPivotPoint;
[Header("Input")]
[SerializeField] PlayerInput input;
[Header("Floats")]
[Header("Vector 3s")]
[SerializeField] Vector3 cameraOffset;
[Header("Vector 2s")]
[SerializeField] Vector2 mouse;
// Start is called before the first frame update
void Start()
{
mainCamera.transform.position = cameraPivotPoint.transform.position + cameraOffset;
}
// Update is called once per frame
void Update()
{
Camera();
}
void Camera()
{
mouse = input.actions["Look Around"].ReadValue<Vector2>();
cameraPivotPoint.transform.rotation *= Quaternion.AngleAxis(mouse.y, Vector3.right); // Rotate the camera up and down
cameraPivotPoint.transform.rotation *= Quaternion.AngleAxis(mouse.x, Vector3.up); // Rotate the camera left and right
cameraPivotPoint.transform.position = this.transform.position;
cameraPivotPoint.transform.eulerAngles = new Vector3(Mathf.Clamp(cameraPivotPoint.transform.eulerAngles.x, -70f, 70f), cameraPivotPoint.transform.eulerAngles.y, 0);
}
}
Thank you!
I've already messed around with the max of the clamp, and the problem persists even if you set the max to a negative. ¯_(ツ)_/¯