Fixed camera rotation
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@ -0,0 +1,26 @@
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using UnityEngine;
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using Cinemachine;
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[AddComponentMenu("")] // Hide in menu - use extensions menu
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[SaveDuringPlay]
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[ExecuteAlways]
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public class ClampCameraRotation : CinemachineExtension
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{
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public float MinPitch = -20;
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public float MaxPitch = 20;
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protected override void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
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{
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if (stage == CinemachineCore.Stage.Aim)
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{
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var rot = state.RawOrientation.eulerAngles;
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rot.x = Mathf.Clamp(rot.x, MinPitch, MaxPitch);
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rot.y = Mathf.Clamp(rot.y, MinPitch, MaxPitch);
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rot.z = Mathf.Clamp(rot.z, MinPitch, MaxPitch);
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state.RawOrientation = Quaternion.Euler(rot);
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}
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}
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}
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@ -0,0 +1,11 @@
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