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Question by thexoy · Jun 28, 2019 at 02:49 AM · cameragameobjecttransformscrollingboundary

2D boundaries for player gameobject not moving with scrolling camera

The code I currently have has worked great keeping the player within the boundaries of the screen when my camera is static, but when I start having it scroll along the X-axis the boundaries I have stay the same and the camera leaves the player behind. I've tried figuring out a way to update the boundaries with the transform of the camera's X-axis with very little luck. I should mention this is a completely 2D game. Is there something obvious I'm missing or should I rethink how I'm going about this? Thanks!

 public class ShipBoundaries : MonoBehaviour
 {
     public Camera MainCamera;
     private Vector2 boundaries;
     private float objectWidth;
     private float objectHeight;
 
 
     void Start()
     {
         boundaries = MainCamera.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, MainCamera.transform.position.z));
         objectWidth = transform.GetComponent<SpriteRenderer>().bounds.extents.x; 
         objectHeight = transform.GetComponent<SpriteRenderer>().bounds.extents.y; 
     }
 
 
     void LateUpdate()
     {
         Vector3 viewPos = transform.position;
         viewPos.x = Mathf.Clamp(viewPos.x, boundaries.x * -1 + objectWidth, boundaries.x - objectWidth);
         viewPos.y = Mathf.Clamp(viewPos.y, boundaries.y * -1 + objectHeight, boundaries.y - objectHeight);
         transform.position = viewPos;
     }
 }
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Answer by rufopufo · Jun 28, 2019 at 07:25 AM

Hi there,

I suppose that your boundaries are simple colliders attached to the background or to some other gameObject in the Scene.

If you make a children in your Main Camera, and make this children be your "Boundaries", it should move along with the Camera.

Hope it helps.

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