New answers tagged axis
First, it won't solve your problem, but there are a few general problems with your code. The conditions for your if branch will always be true if transform.localEulerAngles.x >= 0 and <= 360. The > 270 part is redundant since if x is less than 270, it is still possible to be >= 0. If x is 0 and lookAxisX is > 0, then adding -lookAxisX will make x < ...
You can always try to use the clamp method: Ref: http://docs.unity3d.com/ScriptReference/Mathf.Clamp.html Example transform.localEulerAngles = new Vector3(Mathf.Clamp(transform.localEulerAngles.x, 0f, 90f), 0, 0); **This is just a push in the right direction (above is untested)
Top 50 recent answers are included