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You need to clamp the vertical rotation. I don't know off the top of my head the simplest way to adjust that code, but it'll just involve changing a couple lines around the transform.RotateAround() stuff, to use Mathf.Clamp() for the angle around the x-axis. I think you just need to put in y = Mathf.Clamp(y, -180, 180); right after incrementing y. This way ...


The key is to analyze how an actual camera would work. If you're pointing it toward, say, a wall in front of you, then you point it toward the ceiling, and then keep turning it "up" you will find that the ground will actually start to come into view from the top. It seems odd at first - but the actual camera configuration you have is already "correct" IMO. ...

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