I have some general theory questions regarding camera movement that I was hoping someone might be able to offer some insight to.
I am interested in clamping my camera movement so that the rotation around the player can’t get too high or too low. I noticed that the rotation on the camera shows between -1 and 1 when I print it while the game is playing, but in scene view it appears to be in degrees related to either world or local space, whichever I am using. Is the -1 and 1 related to Euler angles? If so, is there a way to easily convert that back to degrees so I can know where I want the clamping to happen? I can learn Euler angles if I have to, but… eww.
Also I noticed that even that -1 and 1 position seems to be different at times even when the camera appears to be in the same position. For example, some times when the camera appears to be about about 30 degrees relative to the ground plane the rotation of the camera will return .23~ and sometimes it returns .65~. This was rotation around the x axis when y is the up direction.
Maybe there’s a book or some reference material out there that does a good job of explaining the way everything relates to each other in 3d space in Unity.