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Question by RickyX · Jan 18, 2015 at 05:41 AM · c#positionlimit

Position Limit

I need to limit the position of an object, but depending on it's current x value in editor/inspector.

Let's say, i've got an object, and i moved it by it's x position for positive 2. Now it's x cor is 2 in inspector. And what i want to do is to limit that coordinate so it can move up to 4, and min would be 0. So it doesen't move more than that, but i want to do this depending on it's current position in inspector. So if it was example 5, it's max would be 7 and min 3, so it moves just by 2 on it's x... Can't explain better, anyone can help ?

btw. if you've got a code, C# would be nice

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Answer by michael96schmidt · Jan 18, 2015 at 05:44 AM

I'm a little bit confused by your phrasing but mathf.clamp() would probably be helpful.

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avatar image RickyX · Jan 18, 2015 at 06:53 AM 0
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Actually i've solved my problem, i just tought about it, and figured it out, here, i'll post an answer.

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Answer by RickyX · Jan 18, 2015 at 06:56 AM

Well i tought about my problem, and i got an idea and i made a code for this myself, works perfectly fine, i even made it more advanced, if anyone needs it, here it is:

 using UnityEngine;
 using System.Collections;
 
 public class LedgeHandOffsetScript : MonoBehaviour 
 {
     public Transform Target;
     public Transform OffsetMin;
     public Transform OffsetMax;
     
     
     public float minMove;
     public float maxMove;
 
     public float RegPoseX;
     public float RegPoseY;
     public float RegPoseZ;
     
     public bool FreeLimitsToggle;
     
     public string MoveCor;
     
     void Start () 
     {
         Vector3 RegPose = transform.position;
         RegPoseX = RegPose.x;
         RegPoseY = RegPose.y;
         RegPoseZ = RegPose.z;
     }
     void FixedUpdate () 
     {
         Vector3 pos = transform.position;
         
         if(MoveCor == "x")
         {
             pos.z = RegPoseZ;
             pos.y = RegPoseY;
             pos.x = Target.position.x;
             
             if(FreeLimitsToggle == true)
             {
                 if(pos.x > minMove)
                 {
                     pos.x = minMove;
                 }
                 if(pos.x > maxMove)
                 {
                     pos.x = maxMove;
                 }
             }
             else
             {
                 if(pos.x > OffsetMax.position.x)
                 {
                     pos.x = OffsetMax.position.x;
                 }
                 if(pos.x < OffsetMin.position.x)
                 {
                     pos.x = OffsetMin.position.x;
                 }
                 
             }
         }
         else if(MoveCor == "z")
         {
             pos.z = Target.position.z;
             pos.y = RegPoseY;
             pos.x = RegPoseX;
             
             if(FreeLimitsToggle == true)
             {
                 if(pos.z > minMove)
                 {
                     pos.z = minMove;
                 }
                 if(pos.z > maxMove)
                 {
                     pos.z = maxMove;
                 }
             }
             else
             {
                 if(pos.z > OffsetMax.position.z)
                 {
                     pos.z = OffsetMax.position.z;
                 }
                 if(pos.z < OffsetMin.position.z)
                 {
                     pos.z = OffsetMin.position.z;
                 }
                 
             }
         }
         
         transform.position = pos;
     }
 }

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