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This question was closed Apr 10 at 06:21 PM by divinereignoflords for the following reason:

The question is answered, right answer was accepted

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Question by divinereignoflords · Apr 10 at 04:31 PM · cameraunity 2dmathf.clamp

Camera moving in both x and y directions when it should only move in y direction

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class CamMove : MonoBehaviour

 
 {

 [SerializeField]
 float topLimit;
 [SerializeField]
 float botLimit;

 public float speed = 50f;
 // Start is called before the first frame update
 void Start()
 {
     
 }

 // Update is called once per frame
 void Update()
 {
    
     if (Input.GetKey(KeyCode.DownArrow))
     {
         transform.Translate(new Vector3(0, -speed * Time.deltaTime, 0));
     }
     if (Input.GetKey(KeyCode.UpArrow))
     {
         transform.Translate(new Vector3(0, speed * Time.deltaTime, 0));
     }

     transform.position = new Vector3(Mathf.Clamp(transform.position.y, botLimit, topLimit),transform.position.x,transform.position.z);
 }
 }


whenever I press the up arrow or down arrow the camera moves in the x and y direction, any ideas, also when I get rid of the mathf.clamp code line the code works fine and the camera only goes up and down

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avatar image NoYouSirName · Apr 10 at 05:04 PM 1
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just a guess, is the camera rotated? also, you seem to be swapping the x and y in the transform.position line.

avatar image divinereignoflords NoYouSirName · Apr 10 at 05:51 PM 0
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no, the camera is not rotated, could you elaborate on how the x and y is being swapped I'm rather new to doing anything 2d

avatar image NoYouSirName divinereignoflords · Apr 10 at 09:55 PM 1
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in new Vector3(Mathf.Clamp(transform.position.y, botLimit, topLimit),transform.position.x,transform.position.z);

I believe it should be new Vector3(transform.position.x,Mathf.Clamp(transform.position.y, botLimit, topLimit),transform.position.z);

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