Head Bone Component
The head bone component is a very simple component that applies a vertical rotation, ie around the right axis (+Y). It clamps the maximum rotation, so that it only applies a limited relative rotation to the parent object.
This is mainly used for vertical rotation of a camera attached to a character controller. The character controller already defines the horizontal rotation, ie the direction into which it moves.
Usually custom code would take some input and forward it to the head bone component to allow the player to look up and down.
This component is for very simple use cases. In a proper game one would often want to have more advanced camera behavior, which should be done through a custom C++ components.
Component Properties
VerticalRotation: The maximum relative rotation away from the parent.
Scriptable Functions
SetVerticalRotation(angle): Sets the vertical rotation to a known value.ChangeVerticalRotation(angle): Adds to the rotation. The final rotation is always clamped to the valid range.