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How do I smoothly clamp controller input?

Time:01-15

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.

CodePudding user response:

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);
   

 }
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