Here's a static version of the nice solution by Imapler that, instead of changing the angle itself, it returns the campled angle, so it can be used with any axis.
public static float ClampAngle(
float currentValue,
float minAngle,
float maxAngle,
float clampAroundAngle = 0
) {
return Mathf.Clamp(
WrapAngle(currentValue - (clampAroundAngle + 180)) - 180,
minAngle,
maxAngle
) + 360 + clampAroundAngle;
}
public static float WrapAngle(float angle)
{
while (angle < 0) {
angle += 360;
}
return Mathf.Repeat(angle, 360);
}
Or if you don't expect to use the WrapAngle method, here's an all-in-one version:
public static float ClampAngle(
float currentValue,
float minAngle,
float maxAngle,
float clampAroundAngle = 0
) {
float angle = currentValue - (clampAroundAngle + 180);
while (angle < 0) {
angle += 360;
}
angle = Mathf.Repeat(angle, 360);
return Mathf.Clamp(
angle - 180,
minAngle,
maxAngle
) + 360 + clampAroundAngle;
}
So now you can do:
transform.localEulerAngles.x = YourMathf.ClampAngle(
transform.localEulerAngles.x,
minX,
maxX
);