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Second attempt at fixing broken code, yet it still does the same thing.

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this is the code and the previous question http://answers.unity3d.com/questions/868285/soo-wierd-clamp-doesnt-work-when-moving-and-goes-p.html using UnityEngine; using System.Collections; public class CameraController : MonoBehaviour { public int Sensitivity; public float MaxDistance; private float MouseY; private float MouseYSet; private float CameraAngleX; public float CameraY; public float CameraZ; public GameObject CameraTarget; void Start () { } void Update () { // Look controls MouseY -= Input.GetAxisRaw ("Mouse Y"); CameraY = Mathf.Clamp (CameraY + (MouseY - MouseYSet) * Sensitivity * 10, CameraTarget.transform.position.y + transform.lossyScale.y / 2, CameraTarget.transform.position.y + transform.lossyScale.y / 2 + MaxDistance); CameraZ = Mathf.Clamp (CameraZ + (MouseY - MouseYSet) * Sensitivity * 10, CameraTarget.transform.position.z - MaxDistance, CameraTarget.transform.position.z - MaxDistance / 4 * 3); if (MouseYSet != MouseY) { transform.localPosition += new Vector3 (0, CameraY - transform.localPosition.y, CameraZ - transform.localPosition.z); transform.LookAt (CameraTarget.transform.localPosition); MouseYSet = MouseY; } } }

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