How to set a max rotation on an object in C# (Unity)

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I am trying to make a space ship tilt upwards when it travels upwards or tilt downwards when it falls but I'm stuck this is what I have so far

 if (Input.GetKey(KeyCode.Space)) //If spacebar pressed
        {
            playerRb.AddForce(Vector3.up * floatForce, ForceMode.Impulse); // Add force upwards to player
        }

        // Rotates upwards
        if (Input.GetKey(KeyCode.Space))
        {
            if (transform.rotation.x != -maxRotation)
            {
                transform.Rotate(-rotationSpeed, 0f, 0f * Time.deltaTime);
                transform.Rotate(-maxRotation, 0f, 0f);
            }
        }

It just spins infinitely when I press down on the space bar...

Any help? Thank you

1 Answers

If you want to limit rotation of an object, you can modify the eulerAngles property value.

Example

The following script takes a couple of vectors and makes sure the object rotation remains in range between their x, y, z values.

using UnityEngine;

public class RotationLimitter : MonoBehaviour
{
    [SerializeField]
    private bool runOnUpdate = true;
    [SerializeField]
    private bool runOnLateUpdate = false;
    [SerializeField]
    private bool runOnFixedUpdate = false;
    
    [Space]
    [SerializeField]
    private Vector3 minRotation = Vector3.zero;
    [SerializeField]
    private Vector3 maxRotation = Vector3.zero;

    private void Update()
    {
        if (runOnUpdate)
            LimitRotation();
    }

    private void LateUpdate()
    {
        if (runOnLateUpdate)
            LimitRotation();
    }

    private void FixedUpdate()
    {
        if (runOnFixedUpdate)
            LimitRotation();
    }

    private void LimitRotation()
    {
        float x = Mathf.Clamp(transform.eulerAngles.x, minRotation.x, maxRotation.x);
        float y = Mathf.Clamp(transform.eulerAngles.y, minRotation.y, maxRotation.y);
        float z = Mathf.Clamp(transform.eulerAngles.z, minRotation.z, maxRotation.z);

        transform.eulerAngles = new Vector3(x, y, z);
    }
}
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