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Question by wuchiang · Jul 03, 2015 at 07:27 PM · camera2dmovementtopdownconstraints

Top down camera that follows the player and rotates with the player while remaining constrained to world bounds

I have a 2D top down game and I made a very small project to demonstrate the issue I am having. My player moves around and I've successfully wrote a script that moves the camera with him while remaining constrained to the boundaries of the world. However, I haven't figured out how to "clamp" the rotation to also remain constrained within world boundaries.

Here is my sample project.

Here is my Camera Controller script:

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour
 {
     public BoxCollider2D worldBoundingBox;
     public float maxStep = 5.0f;
     
     Vector3 worldBoundsMin;
     Vector3 worldBoundsMax;
     Transform target;
     Camera myCamera;
 
     Vector3 ClampVector3(Vector3 value, Vector3 mins, Vector3 maxs)
     {
         value.x = Mathf.Clamp(value.x, mins.x, maxs.x);
         value.y = Mathf.Clamp(value.y, mins.y, maxs.y);
         value.z = Mathf.Clamp(value.z, mins.z, maxs.z);
 
         return value;
     }
 
     void Awake()
     {
         target = GameObject.FindGameObjectWithTag("Player").transform;
         myCamera = Camera.main;
 
         // Construct vectors at the world bounds and offset by the orthographic camera's viewport's width and height
         worldBoundsMin = new Vector3(
             worldBoundingBox.bounds.min.x + myCamera.aspect * myCamera.orthographicSize,
             worldBoundingBox.bounds.min.y + myCamera.orthographicSize, 
             0.0f);
 
         worldBoundsMax = new Vector3(
             worldBoundingBox.bounds.max.x - myCamera.aspect * myCamera.orthographicSize,
             worldBoundingBox.bounds.max.y - myCamera.orthographicSize,
             0.0f);
     }
 
     void LateUpdate ()
     {
         Vector3 newPos = Vector3.MoveTowards(transform.position, target.position, maxStep);
 
         newPos = ClampVector3(newPos, worldBoundsMin, worldBoundsMax);
         newPos.z = transform.position.z;
 
         transform.position = newPos;
 
         // This is where I'm stuck at. How to rotate the player while still clamping the view within my world boundary
         // If you remove this following line, you'll see that the code works fine when rotation isn't involved
         transform.rotation = target.rotation;
     }
 }
 

Here are some images to demonstrate:

Notes:

  • My player is the green square.

  • The white objects shouldn't be visible to the camera.

  • Scene view is at the top.

  • Game view is at the bottom.

Here is how it looks when the camera isn't rotated (correct): alt text

And here is how it looks when the camera is rotated (incorrect, the white part is showing): alt text

screenshot-2015-07-03-222128.png (42.2 kB)
screenshot-2015-07-03-222140.png (40.7 kB)
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