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Question by coolbird22 · May 10, 2014 at 02:34 PM · screenaccelerometerbounds

How do I stop my Player from moving outside the screen bounds while using an accelerometer ?

I found a solution to make it happen using triggers that push the object inside the screen bounds but I don't wish to use triggers but plain code, that stops it from moving outside the screen. Here is the code I'm using for moving my character:

 Vector3 dir = new Vector3 (Input.acceleration.x, Input.acceleration.y, 0.0f);
         if (dir.sqrMagnitude > 1)
             dir.Normalize();
         dir *= Time.deltaTime;
         transform.Translate(dir * speed);
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Answer by coolbird22 · May 11, 2014 at 07:57 AM

Managed to get it to work using the foll code:

     Vector3 minScreenBounds = Camera.main.ScreenToWorldPoint(new Vector3(0, 0, 0));
     Vector3 maxScreenBounds = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0));
 
         transform.position = new Vector3(Mathf.Clamp(transform.position.x, minScreenBounds.x + 1, maxScreenBounds.x - 1),Mathf.Clamp(transform.position.y, minScreenBounds.y + 1, maxScreenBounds.y - 1), transform.position.z);
 
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Answer by Batzuga · May 10, 2014 at 03:57 PM

If you don't want it to move outside the camera view, why don't you create minimum and maximum positions for the Player.

if(transform.position.x > 4)

{

transform.position.x = 4;

}

if(transform.position.x < -4)

{

transform.position.x = -4;

}

simple yet efficient. I've used this many times.

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avatar image coolbird22 · May 10, 2014 at 04:19 PM 0
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Using absolute values is not really recommended since I'm planning on making something for multiple devices. I need something that utilizes Screen.width and Screen.height. Something like this

 Vector3 screenPos = Camera.main.WorldToScreenPoint(transform.position);
         
 if(screenPos.x < Screen.width)
             transform.position.x = screenPos;
 
 else if(screenPos.x > Screen.width)
             transform.position.x = Screen.width;

but this doesn't work

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