Flying Camera Control with clamping

You know how in flying games the camera doesn’t really let you do a full 180 or 360? Essentially, the camera gets clamped to a certain area for yaw and pitch and depending on how far you yaw/pitch, the player follows that movement continuously, so when you reach the max yaw or pitch the character continues to turn.

This is an example of what I’m going for.

Any advice on how to recreate this? When I clamp the yaw and pitch, the character stops yaw/pitching once I reach that max or min value, I’m playing around with trying to identify when a player have pitched or yawed to the max distance they can and then rotate the controller, but no luck so far.

Hi @SaultheMercenary,

You’ll probably want to do something similar to what I’ve described here.

Let me know if you have any questions on top of what was detailed in that thread.

Thanks,
Hayden