Clamp LookAtMouse Z Rotation - c#

I have an object that looks at mouse position, but it has no limits. For example, if the object's rotation is greater than 40 or less -40 then it does not rotate.
public class GunController : MonoBehaviour
{
public float maxTop, minBottom;
void Update()
{
var pos = Camera.main.WorldToScreenPoint(transform.position);
var dir = Input.mousePosition - pos;
var angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
}

This is a little function I use to clamp the rotation in an FPS up/down aim rotation.
You can modify it for your usage.
Quaternion ClampRotationAroundXAxis(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angleX = Mathf.Clamp(angleX, -90f, 90f);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
return q;
}

Related

Unity align vehicle to road WITH rotation

Goal:
to create a vehicle with properties similar to that of Mario Kart 8's anti gravity mode, or f- zero; the ability to ride on extreme non horizontal surfaces.
Desired behavior:
the vehicle should not turn unless the thumbstick or arrow keys are pressed/moved; it must keep a straight line of motion with the exception of roll and vertical curvature relative to the camera's view.
Actual behavior:
The vehicle will slowly(sometimes quickly) fall out of line and keep curving until the track stops bending. if placed in an inward facing cylinder and driven around radially, the vehicle will begin to curve towards either global +z or global +y.
(no error messages)
What I've tried:
-setting transform.up to the surface normal then rotating around the normal as an axis
-using quaternion.euler(0, [desired angle], 0) then fromToRotation
The alignment and rotation code:
transform.rotation = Quaternion.Euler(0, rotation, 0);
Quaternion tilt = Quaternion.FromToRotation(Vector3.up, localUp);
transform.rotation = tilt * transform.rotation;
transform.position += velocity * 1.1f;
The entire script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using PhysicsExtensions;
using UnityEngine.Rendering.PostProcessing;
public class Cart : MonoBehaviour
{
Kartphysics inputActions;
public new Transform camera, camTarget, camTargetDrift, Visual;
public ShipType shipType;
public AudioSource Vroom;
public Vector3 localUp = Vector3.up;
Vector3 velocity, camUp, followPos;
public AnimationCurve SteeringControl;
public float steerAmount;
float rotation, rollTarget, roll, fovDifference, vroomPitch = 0, flameLength = 0;
public float normalFov, speedFov, Velocity, rollAmount, speedFactor, forcedAcceleration;
public GameObject[] ships;
public FlamingTrail[] flames;
public PostProcessProfile ppp;
Vector2 JoystickVal;
ChromaticAberration ca;
LensDistortion ld;
Vector3 LastForward;
private void Start()
{
switch (shipType)
{
case ShipType.Carrier:
{
ships[0].SetActive(true);
break;
}
case ShipType.Ram:
{
ships[1].SetActive(true);
break;
}
}
ca = ppp.GetSetting<ChromaticAberration>();
ld = ppp.GetSetting<LensDistortion>();
}
private void Update()
{
UpdateVisuals();
UpdateCamera();
Velocity = velocity.magnitude;
}
private void FixedUpdate()
{
UpdateKart();
}
void SetFlames(float length)
{
for(int i = 0; i < flames.Length; i++)
{
flames[i].length = length;
}
}
void UpdateVisuals()
{
ca.intensity.value = Mathf.Clamp01(forcedAcceleration) * 2;
ld.intensity.value = Mathf.Lerp(0, -70f, Mathf.Clamp(forcedAcceleration, 0, 1));
SetFlames(flameLength);
Vroom.pitch = Mathf.Lerp(Vroom.pitch, vroomPitch, (speedFactor * 0.01f) * 10);
Visual.position = Vector3.Lerp(Visual.position, transform.position, (speedFactor * 0.01f) * 30);
Visual.rotation = Quaternion.Lerp(Visual.rotation, transform.rotation, (speedFactor * 0.01f) * 15);
}
void UpdateCamera()
{
fovDifference = speedFov - normalFov;
Camera.main.fieldOfView = speedFov - (fovDifference * (1 / Mathf.Clamp(velocity.magnitude + 1, 0, Mathf.Infinity)));
camUp = Vector3.Lerp(camUp, localUp.normalized, (speedFactor * 0.01f) * (Vector3.Distance(camera.position, Vector3.Lerp(camTarget.position, camTargetDrift.position, transform.InverseTransformDirection(velocity).x)) + 3));
camera.rotation = Quaternion.Slerp(camera.rotation, Quaternion.LookRotation((transform.position - (transform.right * transform.InverseTransformDirection(velocity).x * 5) + transform.up) - camera.position, camUp), (speedFactor * 0.01f) * 13);
camera.position = Vector3.Lerp(camera.position, Vector3.Lerp(camTarget.position, camTargetDrift.position, transform.InverseTransformDirection(velocity).x), (speedFactor * 0.01f) * Vector3.Distance(camera.position, camTarget.position) * 20);
}
void UpdateKart()
{
JoystickVal = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
if (Input.GetAxis("Submit") > 0.5)
JoystickVal = new Vector2(JoystickVal.x, 1);
if (Input.GetAxis("Cancel") > 0.5)
JoystickVal = new Vector2(JoystickVal.x, -1);
if (JoystickVal.magnitude > 1)
{
JoystickVal.Normalize();
}
JoystickVal *= (speedFactor * 0.01f) * 0.2f;
JoystickVal /= Mathf.Clamp(velocity.magnitude, 0.7f, Mathf.Infinity);
velocity += ((transform.forward * JoystickVal.y) / Mathf.Clamp(Mathf.Abs(transform.InverseTransformDirection(velocity).x), 0.7f, Mathf.Infinity));
rollTarget = Mathf.Clamp01(SteeringControl.Evaluate(velocity.magnitude)) * JoystickVal.x * rollAmount;
roll = Mathf.MoveTowards(roll, rollTarget, (speedFactor * 0.01f) * 4);
velocity -= localUp * (speedFactor * 0.01f) * 0.7f;
velocity /= 1 + ((speedFactor * 0.01f) / 8);
RaycastHit hit;
CircleCastHit circleHit;
if (Physics.Raycast(transform.position + transform.up, -transform.up + (velocity / 1), out hit))
{
if (hit.distance < 4)
{
transform.position -= hit.normal.normalized * (speedFactor * 0.01f);
localUp = Vector3.MoveTowards(localUp, hit.normal, (speedFactor * 0.01f) * 9);
if (hit.distance < 1.2f)
{
flameLength = Velocity * 2;
if (hit.collider.tag == "SpeedPanel")
forcedAcceleration = 3f;
rotation += SteeringControl.Evaluate(velocity.magnitude * 0.7f) * JoystickVal.x * (speedFactor * 0.01f) * 100 * steerAmount;
transform.position += hit.normal.normalized * (1 - hit.distance);
vroomPitch = velocity.magnitude * 1.5f;
velocity += ((transform.forward * ((JoystickVal.y * 1.3f) + (forcedAcceleration / 100))) / Mathf.Clamp(Mathf.Abs(transform.InverseTransformDirection(velocity).x), 0.7f, Mathf.Infinity));
rotation += SteeringControl.Evaluate((speedFactor * 0.01f) * velocity.magnitude * 50) * JoystickVal.x * 0.3f;
velocity /= 1 + ((speedFactor * 0.01f));
velocity -= transform.right * transform.InverseTransformDirection(velocity).x * 0.2f;
Vector3 force = (hit.normal * -transform.InverseTransformDirection(velocity).y / Mathf.Clamp(hit.distance - 0.1f, 0.5f, 2)) * 1.1f;
if (force.magnitude > 1)
force = force.normalized * 1;
force /= 8;
velocity += force;
}
else
{
vroomPitch = 0;
flameLength = Mathf.MoveTowards(flameLength, 0, 0.03f);
}
}
else
{
localUp = Vector3.MoveTowards(localUp, Vector3.up, (speedFactor * 0.01f) * 1.2f);
vroomPitch = 0;
transform.forward = velocity.normalized;
flameLength = Mathf.MoveTowards(flameLength, 0, 0.03f);
}
}
else
{
localUp = Vector3.MoveTowards(localUp, Vector3.up, (speedFactor * 0.01f) * 2);
vroomPitch = 0;
flameLength = Mathf.MoveTowards(flameLength, 0, 0.03f);
}
if (PhysicsII.CircleCast(transform.position + (transform.up * 0.5f), localUp, 0.7f, 8, out circleHit))
{
Debug.DrawRay(circleHit.nearestHit().point, circleHit.nearestHit().normal, Color.red, 0.1f);
Debug.Log("HIT");
velocity += (transform.position + (transform.up * 0.5f) - circleHit.nearestHit().point) / 3;
if (circleHit.nearestHit().distance < 0.4f)
velocity += (transform.position + (transform.up * 0.5f) - circleHit.nearestHit().point) / 7;
if (circleHit.nearestHit().distance < 0.14f)
velocity += (transform.position + (transform.up * 0.5f) - circleHit.nearestHit().point) / 7;
}
if(Physics.Raycast(transform.position + (transform.up * 0.8f) - velocity, velocity , out hit))
{
if(hit.distance < Velocity * 2)
velocity /= 1 + ((speedFactor * 0.01f) * 2f);
if (hit.distance < Velocity * 1.2f)
velocity = Vector3.Reflect(velocity, hit.normal);
}
forcedAcceleration = Mathf.MoveTowards(forcedAcceleration, 0, 0.1f);
transform.rotation = Quaternion.Euler(0, rotation, 0);
Quaternion tilt = Quaternion.FromToRotation(Vector3.up, localUp);
transform.rotation = tilt * transform.rotation;
transform.position += velocity * 1.1f;
}
public enum ShipType
{
Carrier = 0,
Ram = 1
}
}
Here's a partial answer because I can't test it on my end currently to see if it works. It also appears like "roll" isn't yet used for anything (is it meant to alter the local up of the transform somehow?) so I'm not sure about that.
First, instead of keeping a float rotation to keep track of how the vehicle is turned, you can just use transform.forward or transform.right for those purposes, and measure the modifications to that on a per-frame basis:
void UpdateKart()
{
Vector3 newForward = transform.forward;
float turnAmount = 0f;
// ...
if (hit.distance < 1.2f)
{
flameLength = Velocity * 2;
if (hit.collider.tag == "SpeedPanel")
forcedAcceleration = 3f;
turnAmount += SteeringControl.Evaluate(velocity.magnitude * 0.7f)
* JoystickVal.x * (speedFactor * 0.01f) * 100 * steerAmount;
transform.position += hit.normal.normalized * (1 - hit.distance);
vroomPitch = velocity.magnitude * 1.5f;
velocity += /* too long to bother formatting */
turnAmount += SteeringControl.Evaluate((speedFactor * 0.01f)
* velocity.magnitude * 50) * JoystickVal.x * 0.3f;
// ...
Then when you actually adjust the rotation, apply the turn amount around the local up axis to the current local forward direction. And finally, set the transform's rotation so that its new local up is localUp and it keeps its local forward as constant a direction as possible (cross products followed by Quaternion.LookRotation can be used for this):
forcedAcceleration = Mathf.MoveTowards(forcedAcceleration, 0, 0.1f);
Vector3 turnedForward = Quaternion.AngleAxis(turnAmount - 180, localUp) *
transform.forward;
Vector3 newRight = Vector3.Cross(turnedForward, localUp);
if (newRight == Vector3.zero)
{
/* Ambiguous situation - maybe kart landed with its nose directly in the
direction of localUp or opposite direction. Possible solution: use
velocity as previous forward direction and recalculate, using a random
direction if that doesn't work
*/
newRight = Vector3.Cross(velocity, localUp);
if (newRight == Vector3.zero)
{
newRight = Vector3.ProjectOnPlane(Random.insideUnitSphere,
localUp).normalized;
}
}
Vector3 newForward = Vector3.Cross(newRight, localUp);
transform.rotation = Quaternion.LookRotation(newForward, localUp);
transform.position += velocity * 1.1f;
The reason you're seeing the results you are is that FromToRotation will give you the "smallest" rotation that will move one vector to the other. But you're more concerned with a rotation that will keep the local forward close to what they are before the adjustment (it's difficult to explain why this isn't the same thing). Hence the Cross stuff.
As I said, this is only intended to be a partial solution to get you closer. But, it may be all you need. Let me know what you think in the comments.

How can I clamp rotation?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyLookAt : MonoBehaviour
{
public Transform target;
public Vector3 offset;
Transform chest;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void LateUpdate()
{
chest.LookAt(target.position);
ClampRotation(chest.rotation, new Vector3(0, 60, 0));
chest.rotation = chest.rotation * Quaternion.Euler(offset);
}
public static Quaternion ClampRotation(Quaternion q, Vector3 bounds)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angleX = Mathf.Clamp(angleX, -bounds.x, bounds.x);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
float angleY = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.y);
angleY = Mathf.Clamp(angleY, -bounds.y, bounds.y);
q.y = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleY);
float angleZ = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.z);
angleZ = Mathf.Clamp(angleZ, -bounds.z, bounds.z);
q.z = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleZ);
return q.normalized;
}
}
I tried to use the ClampRotation method but it does nothing. The player's head still can be rotated 360 degrees if the target is behind him. I want to limit the rotation to some human natural looking to the sides and maybe also to the up/down.
I tried this testing the Y (up/down)
Vector3 chestAngle = chest.eulerAngles;
chestAngle.y = (chestAngle.y > 180) ? chestAngle.y - 360 : chestAngle.y;
chestAngle.y = Mathf.Clamp(chestAngle.y, -50, 50);
chest.rotation = Quaternion.Euler(chestAngle);
but it's clamping the Z and not the Y. It's clamping the Left not the up/down. I want to clamp up/down and left/right
You're never assigning the clamped value to the rotation.
chest.rotation = ClampRotation(chest.rotation, new Vector3(0, 60, 0));
Forget the ClampRotation Function and try the following code :
Vector3 chestAngle = chest.rotation.eulerAngles;
chestAngle.y = (chestAngle.y > 180) ? chestAngle.y - 360 : chestAngle.y;
chestAngle.y = Mathf.Clamp(chestAngle.y, -50 , 50);
chest.rotation = Quaternion.Euler(chestAngle);

Unity 3D - How to use LateUpdate in Mouselook script?

My build suffers from terrible stutter/lag when I cirle objects.
In this forum I have been advised to set the rigid body to "Interpolate" and to use LateUpdate in my script.
Problem is...I dont know how?
When I try, I get compiler error or just cant move the cam.
I found another free FPS script that worked, by using camera follow lag, but i cant figure out how to use that code either.
How can I use LateUpdate in my current script?
void Start() {
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
void Update() {
float x = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
float y = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime * -1f;
transform.Rotate(0f, x, 0f);
headRotation += y;
headRotation = Mathf.Clamp(headRotation, -headRotationLimit, headRotationLimit);
cam.localEulerAngles = new Vector3(headRotation, 0f, 0f);
}
Here is an edited version of my FPS player rotation method, use this as a guide for how it can be done and modify it for your needs including a couple of methods I use to limit how far the Camera can rotate (the player can look up and down)
// Set the Camera in the inspector so that it can be rotated
public Camera camera;
// Rotation variables for both the player and camera
private Quaternion _playerRotation;
private Quaternion _cameraRotation;
// The speed you want to be able to look
private float _lookSpeed = 3f;
// Set the initial rotations to the rotation variables
private void Awake()
{
_playerRotation = transform.localRotation;
_cameraRotation = camera.transform.localRotation;
}
// Method to be called from LateUpdate
private void UpdateRotation()
{
Vector2 input = new Vector2(
Input.GetAxis("Mouse X"),
Input.GetAxis("Mouse Y")
);
if (input != Vector2.zero)
{
_playerRotation *= Quaternion.Euler(0f, _lookSpeed * input.x, 0f);
_cameraRotation *= Quaternion.Euler(_lookSpeed * -input.y, 0f, 0f);
_cameraRotation = ClampRotationAroundXAxis(_cameraRotation, -50f , 75f);
}
transform.localRotation = Quaternion.Slerp(transform.localRotation, _playerRotation, 10f * Time.deltaTime);
camera.transform.localRotation = Quaternion.Slerp(camera.transform.localRotation, _cameraRotation, 10f * Time.deltaTime);
}
// A couple of rotation methods
// I suggest making these extensions for use anywhere in the game and for all rotations
private Quaternion ClampRotationAroundXAxis(Quaternion q, float minX = 0f, float maxX = 0f)
{
if (q.w != 0f)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1f;
}
q.y = 0f;
q.z = 0f;
if (minX != 0f || maxX != 0f)
{
q = ClampRotationXAxis(q, minX, maxX);
}
return q;
}
private Quaternion ClampRotationXAxis(Quaternion q, float min, float max)
{
if (q.w != 0f)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1f;
}
float angle = 2f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angle = Mathf.Clamp(angle, min, max);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angle);
return q;
}

Have camera follow player -object position and rotation in 3D-space (Unity3d)

My objective here is to have a smoothed out "follow camera", for my space-fighter proof of concept game. The camera should match roll off the target object in all axis.
To that end I've "stolen" and modified this code from the unity Answers-site, and it works beautifully for X and Y (pitch and yaw), but it refuses to roll.
Code:
public float Distance;
public float Height;
public float RotationDamping;
public GameObject Target;
void LateUpdate()
{
var wantedRotationAngleYaw = Target.transform.eulerAngles.y;
var currentRotationAngleYaw = transform.eulerAngles.y;
var wantedRotationAnglePitch = Target.transform.eulerAngles.x;
var currentRotationAnglePitch = transform.eulerAngles.x;
var wantedRotationAngleRoll = Target.transform.eulerAngles.z;
var currentRotationAngleRoll = transform.eulerAngles.z;
currentRotationAngleYaw = Mathf.LerpAngle(currentRotationAngleYaw, wantedRotationAngleYaw, RotationDamping * Time.deltaTime);
currentRotationAnglePitch = Mathf.LerpAngle(currentRotationAnglePitch, wantedRotationAnglePitch, RotationDamping * Time.deltaTime);
currentRotationAngleRoll = Mathf.LerpAngle(currentRotationAngleRoll, wantedRotationAngleRoll, RotationDamping * Time.deltaTime);
var currentRotation = Quaternion.Euler(currentRotationAnglePitch, currentRotationAngleYaw, currentRotationAngleRoll);
transform.position = Target.transform.position;
transform.position -= currentRotation * Vector3.forward * Distance;
transform.LookAt(Target.transform);
transform.position += transform.up * Height;
}
Image:
I would be more certain about this answer if you explained what you were trying to do, but you should consider moving by Height in the direction of currentRotation * Vector3.up instead of transform.up. Also, consider using currentRotation * Vector3.up to set the local up direction when calling LookAt:
transform.position = Target.transform.position;
transform.position -= currentRotation * Vector3.forward * Distance;
Vector3 currentUp = currentRotation * Vector3.up;
transform.LookAt(Target.transform, currentUp);
transform.position += currentUp * Height;

Zoom camera in/out with Mouse Scrollwheel via the transform instead of fov?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseOrbit : MonoBehaviour {
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
float minFov = 15f;
float maxFov = 90f;
float sensitivity = 10f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void Update()
{
// Updating camera distance on every frame
distance = RayCast3.distance3;
//Setting maximum distance so the camera doesnt go too far
if (distance > 2)
{
distance = 2;
}
}
void LateUpdate()
{
if (target)
{
x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
//distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
//distance += Input.GetAxis("Mouse ScrollWheel") * sensitivity;
float fov = Camera.main.fieldOfView;
fov += Input.GetAxis("Mouse ScrollWheel") * sensitivity;
fov = Mathf.Clamp(fov, minFov, maxFov);
Camera.main.fieldOfView = fov;
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
Now i'm using fov:
And it's working fine.
float fov = Camera.main.fieldOfView;
fov += Input.GetAxis("Mouse ScrollWheel") * sensitivity;
fov = Mathf.Clamp(fov, minFov, maxFov);
Camera.main.fieldOfView = fov;
But now i want to use the distance variable and not fov.
So i tried first the line:
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
It didn't work so i tried the line:
distance += Input.GetAxis("Mouse ScrollWheel") * sensitivity;
But in both lines the character is stuttering and it's not zooming in out with the mouse wheel.
It's really simple. Get mouse scroll wheel speed then multiply it by some speed value. You can also multiply it by Time.deltaTime if you want. Finally use transform.Translate to move the camera with that value.
This will move in z-axis:
private float zoomSpeed = 2.0f;
void Update()
{
float scroll = Input.GetAxis("Mouse ScrollWheel");
transform.Translate(0, 0, scroll * zoomSpeed, Space.World);
}
Or where camera is facing:
private float zoomSpeed = 5.0f;
void Update()
{
float scroll = Input.GetAxis("Mouse ScrollWheel");
transform.position += this.transform.forward * scroll * zoomSpeed;
}
You should calculate a delta between your camera point and your target point. Normalize it and multiply it with the scrollwheel delta. Add this on your camera position. I used the camera target as angle to zoom-in.
Pseudo:
var delta = cameraTarget - cameraPosition;
delta.Normalize();
cameraPosition += delta * ScrollWheel.delta * sensitivity;
// you can even move your cameraTarget in the same direction
cameraTarget += delta * ScrollWheel.delta * sensitivity;
You can use the distance instead of calculating a delta.

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