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Feb 22nd, 2019
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  1. float yawDelta = yawSpeed * _yawRate * Time.deltaTime;
  2. float offCenterYaw = _CurrentYaw - yawCenter;
  3.  
  4. // If we're moving away from the center, slow down as we approach the edge.
  5. if (yawDelta * offCenterYaw > 0)
  6. {
  7. float extremityYaw = offCenterYaw / yawRange;
  8. yawDelta *= 1.0f - extremityYaw * extremityYaw;
  9. }
  10. // Ensure we never overshoot the allowed range.
  11. _CurrentYaw = Mathf.Clamp(_CurrentYaw + yawDelta,
  12. yawCenter - yawRange,
  13. yawCenter + yawRange);
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