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Question by Count Swagula · Feb 02, 2014 at 09:44 AM · cameraplayergamecamera.render

Pong Paddle moves off screen when starting game

Hi, I'm making a Pong game based off a tutorial I read online, and I think my code is fine but whenever I start the game one of the paddles (Player02) moves off of the screen and I can only see it if I stretch the screen out. It's out of the camera view even though my camera is not in perspective mode and it covers the entire background. I want both paddles to start out 75 units away from each wall towards the center, but the paddles either stick to the wall or one vanishes off of the game view. Once again, I only have one camera on the same layer as the paddles but the right one almost always vanishes.

player controls:

 #pragma strict
 
 var moveUp : KeyCode;
 var moveDown : KeyCode; 
 
 var speed : float = 10;
 
 function Update () 
 {
 
 if (Input.GetKey(moveUp))
 {
 rigidbody2D.velocity.y = speed;
 
 }
 
 else if (Input.GetKey(moveDown))
 {
 rigidbody2D.velocity.y = speed * -1;
 
 }
 
 else {
 rigidbody2D.velocity.y = 0;
 
 }
 
 }



Scene Setup:

 #pragma strict
 
 //Reference the camera
 var mainCam : Camera;
 
 //Reference the colliders we are going to adjust
 var topWall : BoxCollider2D;
 var bottomWall : BoxCollider2D;
 var leftWall : BoxCollider2D;
 var rightWall : BoxCollider2D;
 
 //Reference the players
 var Player01 : Transform;
 var Player02 : Transform;
 
 function Start () { //Only set this to Update if you know the screen size can change during a playsession.
 
     //Move each wall to its edge location:
     topWall.size = new Vector2 (mainCam.ScreenToWorldPoint (new Vector3 (Screen.width * 2f, 0f, 0f)).x, 1f);
     topWall.center = new Vector2 (0f, mainCam.ScreenToWorldPoint (new Vector3 ( 0f, Screen.height, 0f)).y + 0.5f);
     
     bottomWall.size = new Vector2 (mainCam.ScreenToWorldPoint (new Vector3 (Screen.width * 2, 0f, 0f)).x, 1f);
     bottomWall.center = new Vector2 (0f, mainCam.ScreenToWorldPoint (new Vector3( 0f, 0f, 0f)).y - 0.5f);
     
     leftWall.size = new Vector2(1f, mainCam.ScreenToWorldPoint(new Vector3(0f, Screen.height*2f, 0f)).y);
     leftWall.center = new Vector2(mainCam.ScreenToWorldPoint(new Vector3(0f, 0f, 0f)).x - 0.5f, 0f);
     
     rightWall.size = new Vector2(1f, mainCam.ScreenToWorldPoint(new Vector3(0f, Screen.height*2f, 0f)).y);
     rightWall.center = new Vector2(mainCam.ScreenToWorldPoint(new Vector3(Screen.width, 0f, 0f)).x + 0.5f, 0f);
 
     //Move the players to a fixed distance from the edges of the screen:
     Player01.position.x = mainCam.ScreenToWorldPoint (new Vector3 (75f, 0f, 0f)).x;
     Player02.position.x = mainCam.ScreenToWorldPoint (new Vector3 (Screen.width -75f, 0f, 0f)).x;
 }
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