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Question by hal0000 · Nov 12, 2018 at 03:04 PM · c#touch controlstouchscreenzoomorthographic camera

2½D Game’s Touch Camera Controls

Hi,

I am developing a Tower Defense Themed Game and everything is working perfect except camera. I need help for Fixing Bugs.

Btw My Camera Must Moving X and Z coordinates not X and Y so i try to screen x,y to world x,z too.

Game View Must Start Like That Inspector Camera Settings Play Mode BUG View Play Mode Camera Settings

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CamAdvanced : MonoBehaviour {
     public Camera cam;
 
     public float PanSpeed = 0.05f;
     public float PinchSpeed = 0.1f;
 
     private float MinBoundX;
     private float MaxBoundX;
     private float MinBoundZ;
     private float MaxBoundZ;
 
     private float CamBoundX;
     private float CamBoundZ;
 
     private float CamWorldMinX;
     private float CamWorldMinY;
     private float CamWorldMaxX;
     private float CamWorldMaxY;
 
     public float maxZoom = 44f;
     public float minZoom = 12f;
 
         void Update()
     {
         CamBoundX = cam.transform.position.x /2f;
         CamBoundZ = cam.transform.position.z /2f;
 
         ///////////// KEEP IN BOUND in Diffrent orthographicSize ////////////////
         if (cam.orthographicSize >= 12f && cam.orthographicSize <= 16f)
         {
             MinBoundX = 18f;
             MaxBoundX = 63f;
             MinBoundZ = -10f;
             MaxBoundZ = 59f;
         }
         else if (cam.orthographicSize >= 16f && cam.orthographicSize <= 20f)
         {
             MinBoundX = 25.5f;
             MaxBoundX = 55.3f;
             MinBoundZ = -4.5f;
             MaxBoundZ = 54.5f;
         }
         else if (cam.orthographicSize >= 20f && cam.orthographicSize <= 24f)
         {
             MinBoundX = 33f;
             MaxBoundX = 48f;
             MinBoundZ = 1f;
             MaxBoundZ = 48f;
         }
         else if (cam.orthographicSize >= 24f && cam.orthographicSize <= 28f)
         {
             MinBoundX = 40f;
             MaxBoundX = 41f;
             MinBoundZ = 7f;
             MaxBoundZ = 42.5f;
         }
         else if (cam.orthographicSize >= 28f && cam.orthographicSize <= 32f)
         {
             MinBoundX = 33f;
             MaxBoundX = 48;
             MinBoundZ = 12f;
             MaxBoundZ = 37f;
         }
         else if (cam.orthographicSize >= 32f && cam.orthographicSize <= 36f)
         {
             MinBoundX = 34f;
             MaxBoundX = 47f;
             MinBoundZ = 18f;
             MaxBoundZ = 32f;
         }
         else if (cam.orthographicSize >= 36f && cam.orthographicSize <= 40f)
         {
             MinBoundX = 31f;
             MaxBoundX = 51f;
             MinBoundZ = 17f;
             MaxBoundZ = 27f;
         }
         else if (cam.orthographicSize >= 40f && cam.orthographicSize <= 44f)
         {
             MinBoundX = 31f;
             MaxBoundX = 51f;
             MinBoundZ = 18f;
             MaxBoundZ = 22f;
         }
 
         CamWorldMinX = cam.transform.position.x - CamBoundX;
         CamWorldMinY = cam.transform.position.z - CamBoundZ;
         CamWorldMaxX = cam.transform.position.x + CamBoundX;
         CamWorldMaxY = cam.transform.position.z + CamBoundZ;
         var temporary = new Vector3();
         if ((transform.position.x - CamBoundX) <= MinBoundX)
             temporary.x = MinBoundX + CamBoundX;
         if (transform.position.x == MinBoundX + CamBoundX && transform.position.x == MaxBoundX + CamBoundX)
             if ((transform.position.z - CamBoundZ) <= MinBoundZ)
                 temporary.z = MinBoundZ + CamBoundZ;
         if ((transform.position.x + CamBoundX) >= MaxBoundX)
             temporary.x = MaxBoundX - CamBoundX;
         if ((transform.position.z + CamBoundZ) >= MaxBoundZ)
             temporary.z = MaxBoundZ - CamBoundZ;
         if ((CamWorldMinX <= MinBoundX) && (CamWorldMaxX >= MaxBoundX))
         {
             temporary.x = 40f;
             temporary.y = 20f;
         }
         temporary.z = transform.position.z;
         if ((transform.position.x - CamBoundX) <= MinBoundX || (transform.position.z - CamBoundZ) <= MinBoundZ || (transform.position.x + CamBoundX) >= MaxBoundX || (transform.position.z + CamBoundZ) >= MaxBoundZ)
             transform.position = temporary;
         if ((CamWorldMinX < MinBoundX) && (CamWorldMaxX > MaxBoundX))
             cam.orthographicSize -= (CamWorldMaxX - MaxBoundX);
 
     
     }
 
     void FixedUpdate()
     {
         // Check if we have one finger down, and if it's moved.
         // You may modify this first portion to '== 1', to only allow pinching or panning at one time.
         if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
         {
             var touchDeltaPosition = Input.GetTouch(0).deltaPosition;
             var temporary = transform.position;
             temporary -= new Vector3(touchDeltaPosition.x * PanSpeed, touchDeltaPosition.y * PanSpeed, 0f);
             // if (((temporary.x - CamBoundX) >= MinBoundX) && ((temporary.x + CamBoundX) <= MaxBoundX) && ((temporary.y - CamBoundZ) >= MinBoundZ) && ((temporary.y + CamBoundZ) <= MaxBoundZ))
             // Translate along world cordinates. (Done this way so we can angle the camera freely.)
             transform.position = temporary;
         }
 
         // Check if we have two fingers down.
         if (Input.touchCount == 2)
         {
             if (Input.GetTouch(0).phase == TouchPhase.Moved && Input.GetTouch(1).phase == TouchPhase.Moved)
             {
                 Touch touch1 = Input.GetTouch(0);
                 Touch touch2 = Input.GetTouch(1);
 
                 // Find out how the touches have moved relative to eachother.
                 Vector2 curDist = touch1.position - touch2.position;
                 Vector2 prevDist = (touch1.position - touch1.deltaPosition) - (touch2.position - touch2.deltaPosition);
 
                 float touchDelta = -(curDist.magnitude - prevDist.magnitude);
 
                 // Translate along local coordinate space.
                 var _value = cam.orthographicSize;
                 _value += (touchDelta * PinchSpeed);
                 if (_value >= 0.9 && (_value + touchDelta * PinchSpeed) >= 0.9f)
                 {
                     if ((CamWorldMinX > MinBoundX) && (CamWorldMaxX < MaxBoundX))
                     {
                         cam.orthographicSize = _value;
                     }
                     else if (_value < cam.orthographicSize)
                     {
                         cam.orthographicSize = _value;
                     }
                 }
             }
         }
     }
 }
 
 
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public static class Extension 
 {
     public static Bounds OrthographicBounds(this Camera camera)
     {
         
         var t = camera.transform;
         var x = t.position.x;
         var z = t.position.z;
         var size = camera.orthographicSize * 2;
         var width = size * (float)Screen.width / (float)Screen.height;
         var height = size;
 
         return new Bounds(new Vector3(x, 20, z), new Vector3(width, 20, height));
     }
 
     
 }

When I try pinch to zoom out for orthographicSize's bug and orthographicSize even going crazy to Negative Numbers and decreasing till -1000000

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