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Question by jigwiz · Mar 21, 2017 at 11:39 PM · movementobjectgyroscopeviewportz axis

Keep object constrained to z space origin

I have a 3d object moving around screen controlled by gyroscope. I currently have its movement constrained to the boundaries of the camera viewport. I also have it so that tilting the mobile device forward moves it on Y axis as apposed to forward in Z space, since the camera won't be moving or following object and I don't want it moving forward or backward in Z space, only U,D,L,R. I want the object to remain at its starting point when game starts and constrained it in Z space. But with what I have right now the object pops in right in front of the camera and stays locked to the camera (the object fills the screen) when I press play. The code I have is as follows:

     void Update() 
         {
             transform.Translate (Input.acceleration.x, Input.acceleration.y, 0);
     
             Vector3 boundaryVector = transform.position;
     
     
     
             Vector3 pos = Camera.main.WorldToViewportPoint (transform.position);
             pos.x = Mathf.Clamp01(pos.x);
             pos.y = Mathf.Clamp01(pos.y);
                     pos.z = Mathf.Clamp01(pos.z);
     
             transform.position = Camera.main.ViewportToWorldPoint(pos);
     
     
         }
     }

I know that the line pos.z = Mathf.Clamp01(pos.z);is the culprit since this doesn't happen when I remove that line. But by removing that line the character moves freely in Z space which is no no. How do I keep it constrained to certain point in Z space, preferably its origin?

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Answer by jigwiz · Mar 22, 2017 at 04:56 AM

I was able to get the object constrained by replacing the problem line of code accordingly:

 Vector3 pos = Camera.main.WorldToViewportPoint (transform.position);
         pos.x = Mathf.Clamp01(pos.x);
         pos.y = Mathf.Clamp01(pos.y);
         pos.z = Mathf.Clamp (transform.position.z, 50, 50);

Using this I can specify the z space area to stay constrained to. It took some fidgeting with the numbers to get it to a spot I like. Ideally I would have liked to code it to start from its origin point but this works for now.

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