Clamping rotation for a Joystick in VR

Hi! I’ve started a new project for VR and I’ve been trying to develop a virtual joystick (for locomotion). For the most part it’s been working as expected. The joystick’s logic is extremely primitive, it just uses a look at rotation node to face the controller, with a clamp on the Y rot to mimic the little ridge on the bottom of all joysticks.


The problem comes when the joystick base is rotated, as the find look at rotation uses world rotation values, the clamping goes out of sync:

I’ve been trying to think of a solution but I’m very inexperienced with vector math, and so far all workarounds haven’t really worked. Any suggestions would be very much appreciated!

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