Question by 
               Bakausagi-chan · Apr 10, 2018 at 11:44 PM · 
                cameradistancelimit  
              
 
              Unity2D: Limit the travel distance of my player to half the size of the cameras width.
Hi, I'm having troubles trying to limit the distance of my player from leaving a certain area, I want to shorten the distance to half the width of my main camera, is there a way to do so, this is my code:
 void Update () {
     if (GameObject.Find ("GameCanvas").GetComponent<GameManager> ().Usermove) {
         if (GameControl.GetComponent<GameController> ().choosenSetting == true) {  // Touch Method
             if (Input.GetMouseButtonDown (0)) {
                 if (EventSystem.current.currentSelectedGameObject)
                     return;
                 Vector3 mousePosition = Input.mousePosition - target;
                 mousePosition.z = 10;
                 target = Camera.main.ScreenToWorldPoint (mousePosition);
                 target.y = transform.position.y;
                 audioClip.Play ();
                 isMoving = true;
                 
                 if (tapCooler > 0 && tapCount == 1) {
                     playerDirection = new Vector2 (Input.mousePosition.x, Screen.height - Input.mousePosition.y);
                     var playerPoint = Camera.main.WorldToScreenPoint (player.transform.position);
                     if (isMoving == true) {
                         if (playerDirection.x < playerPoint.x) {
                             par2.Play ();
                             par1.Stop ();
                         } else {
                             par1.Play ();
                             par2.Stop ();
                         }
                     }
                 } else {
                     tapCooler = 0.2f;
                     tapCount += 1;
                 }
             } else {
                 isMoving = false;
                 moving = false;
                 
             }
             target = Vector3.Lerp (transform.position, target, Distance);
             transform.position = Vector3.MoveTowards (transform.position, target, moveSpeed * Time.deltaTime);
 }
Thank you!
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