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Question by BugFighter · Jul 24, 2015 at 09:27 AM · c#2dgraphicsmathf.clamp

Problems with Clamping Player to Screen

I am currently working on a simple Space Shooter. To clamp my space ship to the screen I use this code snippet:

 ScreenPosition = Camera.main.WorldToViewportPoint (this.transform.position);
             ScreenPosition.x = Mathf.Clamp(ScreenPosition.x,0f, 1f);
             ScreenPosition.y = Mathf.Clamp(ScreenPosition.y, 0f, 1f);
             this.transform.position = Camera.main.ViewportToWorldPoint(ScreenPosition);

But the space ship is invisible when I start the game. It is still shooting, but the ship and its children are not visible. If I delete the last line, everything is fine, except that the ship isn't clamped to the screen anymore. I can't figure out how to work around this problem.

edit: I am not getting any errors in the console.

Thanks in advance...

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Answer by BugFighter · Jul 25, 2015 at 03:53 PM

I was playing around with the code and found the answer myself, so if anyone ever has a similar problem, this is how I solved it. At first, my ScreenPosition variable was a Vector2 variable. As soon as I changed it to a Vector3 and added the transform.position.z from the Prefab as ScreenPosition.z (which was 5):

     ScreenPosition = Camera.main.WorldToViewportPoint (this.transform.position);
     ScreenPosition.x = Mathf.Clamp(ScreenPosition.x,0.07f, 0.93f);
     ScreenPosition.y = Mathf.Clamp(ScreenPosition.y, 0.07f, 0.93f);
     ScreenPosition.z = 5f;
     this.transform.position = Camera.main.ViewportToWorldPoint(ScreenPosition);

the spaceship didn't disappear anymore. Before, the position of the spaceship was changed to 0 and probably rendered behind the camera or something like that.

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