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Question by kingpoet · May 11, 2015 at 12:13 PM · c#learningc# tutorial

Unsuccessfully trying to clamp my player object

Hi I am new to unity and am finding it very fun. However I've come across this issue and I I've tried a lot of fiddling around with this code but I just can't seem to stop the player from moving off of the screen.

What am I doing wrong here? I am making a top down facing arcade shooter. I don't want the spaceship to go beyond the edge of the screen (when in game mode).

public class PlayerController : MonoBehaviour {

     public float xMin, xMax, zMin, zMax;
     private Rigidbody rb;
     public float speed;
 
 
     // Use this for initialization
     void Start () {
         rb = GetComponent<Rigidbody> ();
     }
     
     // Update is called once per frame
     void FixedUpdate () {
 
         float moveHorizontal = Input.GetAxis("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical");
 
         Vector3 movement = new Vector3(moveHorizontal,0.0f,moveVertical);
         GetComponent<Rigidbody>().AddForce (movement);
 
         rb.position = new Vector3 (Mathf.Clamp (GetComponent<Rigidbody>().position.x, xMin, xMax), 0.0f, Mathf.Clamp (GetComponent<Rigidbody>().position.z, zMin, zMax));
 
     }
 
 
 
 }

Thanks for the help.

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avatar image kingpoet · May 10, 2015 at 04:01 PM 0
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Actually in this particular snippet the ship doesn't move at all (you see movement but it seems stuck). This is still not what I am ai$$anonymous$$g for.

avatar image FortisVenaliter · May 13, 2015 at 09:03 PM 0
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Well, for one thing, where do you set the clamp values? In the inspector?

Second, you are only clamping the position, which means you may keep it inside for that frame, but it may still have velocity trying to push it out.

avatar image kingpoet · May 13, 2015 at 10:31 PM 0
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I solved this a while ago now. Thanks for the response though.

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