clamp moves value to max when min unity
//The problem is when the object is rotated enough that it becomes messy.
//This code fixes the clamp...
float fixedClamp(float value, float min, float max)
{
if (value < 90 || value > 270)
{
if (value > 180) value -= 360;
if (max > 180) max -= 360;
if (min > 180) min -= 360;
}
value = Mathf.Clamp(value, min, max);
if (value < 0) value += 360;
return value;
}