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Question by Zexstoi · Dec 05, 2017 at 05:06 PM · unity 5camerazoomproblem during runtimeout

Camera zooms in and out through objects

Hello guys, I am currently having a problem with my camera zoom in and out. For example if i am standing next to a wall in my game and there is a room on the other side I can zoom out through the wall into the other room and similarly I can zoom in form the second room to the room I am currently in. So can anybody help because I am new to programming in Unity and I still don't know a lot of stuff so I can't figure out how to do it.

Here is my code for the Camera:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ThirdPersonCamera : MonoBehaviour {
 
     public Transform playerCam;
     public Transform character;
     public Transform centerPoint;
 
     private float mouseY;
     private float mouseX;
 
     public float mouseSensitivity = 10f;
     public float zoom;
 
     public float zoomMin = -2f;
     public float zoomMax = -10f;
 
     public float rotationSpeed = 5f;
 
     // Use this for initialization
     void Start () {
         zoom = -3;
     }
     
     // Update is called once per frame
     void Update () {
         zoom += Input.GetAxis ("Mouse ScrollWheel") * 2;
 
         if (zoom > zoomMin) {
             zoom = zoomMin;
         }
 
         if (zoom < zoomMax) {
             zoom = zoomMax;
         }
 
         playerCam.transform.localPosition = new Vector3 (0, 0, zoom);
 
         if (Input.GetMouseButton (1)) {
             mouseX += Input.GetAxis ("Mouse X");
             mouseY += Input.GetAxis ("Mouse Y");
         }
 
         mouseY = Mathf.Clamp (mouseY, -60f, 60f);
         playerCam.LookAt (centerPoint);
         centerPoint.localRotation = Quaternion.Euler (mouseY, mouseX, 0);
         centerPoint.position = new Vector3 (character.position.x, character.position.y + 1, character.position.z);
 
         if (Input.GetAxis ("Vertical") > 0 | Input.GetAxis("Vertical") < 0) {
             Quaternion turnAngle = Quaternion.Euler (0, centerPoint.eulerAngles.y, 0);
             character.rotation = Quaternion.Slerp (character.rotation, turnAngle, Time.deltaTime * rotationSpeed);
         }
     }
 }
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avatar image megabrobro · Dec 05, 2017 at 05:40 PM 0
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Try making the lines 31 and 35 '>=' and '

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