Caveat: due to the nature of rotation math, manipulating the pitch individually when an object has a complex rotation may lead to unexpected results, as rotations are internally stored as quaternions and may have multiple representations in terms of yaw/pitch/roll. If your object has a non-trivial rotation (for instance, a rotation on all 3 axes), use setYawPitchRoll to set all three angles in a single call, or call setRot with a quaternion.
||number||The new pitch angle, in radians. This must be between -Math.PI/2 to Math.PI/2. If it's outside of this range, it will be clamped to this range (clamping is necessary to avoid artifacts due to quaternion conversion).|