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Question by yuuki009 · Feb 28, 2020 at 12:35 PM · c#androidcameralimit

How add limit to camera movement?

 public Camera Camera;
 public bool Rotate;
 protected Plane Plane;

 private void Awake()
 {
     if (Camera == null)
         Camera = Camera.main;
 }

 private void Update()
 {

     //Update Plane
     if (Input.touchCount >= 1)
         Plane.SetNormalAndPosition(transform.up, transform.position);

     var Delta1 = Vector3.zero;
     var Delta2 = Vector3.zero;

     //Scroll
     if (Input.touchCount >= 1)
     {
         Delta1 = PlanePositionDelta(Input.GetTouch(0));
         if (Input.GetTouch(0).phase == TouchPhase.Moved)
             Camera.transform.Translate(Delta1, Space.World);
     }

     //Pinch
     if (Input.touchCount >= 2)
     {
         var pos1  = PlanePosition(Input.GetTouch(0).position);
         var pos2  = PlanePosition(Input.GetTouch(1).position);
         var pos1b = PlanePosition(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition);
         var pos2b = PlanePosition(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition);

         //calc zoom
         var zoom = Vector3.Distance(pos1, pos2) /
                    Vector3.Distance(pos1b, pos2b);

         //edge case
         if (zoom == 0 || zoom > 10)
             return;

         //Move cam amount the mid ray
         Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1 / zoom);

         if (Rotate && pos2b != pos2)
             Camera.transform.RotateAround(pos1, Plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Plane.normal));
     }

 }

 protected Vector3 PlanePositionDelta(Touch touch)
 {
     //not moved
     if (touch.phase != TouchPhase.Moved)
         return Vector3.zero;

     //delta
     var rayBefore = Camera.ScreenPointToRay(touch.position - touch.deltaPosition);
     var rayNow = Camera.ScreenPointToRay(touch.position);
     if (Plane.Raycast(rayBefore, out var enterBefore) && Plane.Raycast(rayNow, out var enterNow))
         return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow);

     //not on plane
     return Vector3.zero;
 }

 protected Vector3 PlanePosition(Vector2 screenPos)
 {
     //position
     var rayNow = Camera.ScreenPointToRay(screenPos);
     if (Plane.Raycast(rayNow, out var enterNow))
         return rayNow.GetPoint(enterNow);

     return Vector3.zero;
 }

 private void OnDrawGizmos()
 {
     Gizmos.DrawLine(transform.position, transform.position + transform.up);
 }

, public Camera Camera; public bool Rotate; protected Plane Plane;

 private void Awake()
 {
     if (Camera == null)
         Camera = Camera.main;
 }

 private void Update()
 {

     //Update Plane
     if (Input.touchCount >= 1)
         Plane.SetNormalAndPosition(transform.up, transform.position);

     var Delta1 = Vector3.zero;
     var Delta2 = Vector3.zero;

     //Scroll
     if (Input.touchCount >= 1)
     {
         Delta1 = PlanePositionDelta(Input.GetTouch(0));
         if (Input.GetTouch(0).phase == TouchPhase.Moved)
             Camera.transform.Translate(Delta1, Space.World);
     }

     //Pinch
     if (Input.touchCount >= 2)
     {
         var pos1  = PlanePosition(Input.GetTouch(0).position);
         var pos2  = PlanePosition(Input.GetTouch(1).position);
         var pos1b = PlanePosition(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition);
         var pos2b = PlanePosition(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition);

         //calc zoom
         var zoom = Vector3.Distance(pos1, pos2) /
                    Vector3.Distance(pos1b, pos2b);

         //edge case
         if (zoom == 0 || zoom > 10)
             return;

         //Move cam amount the mid ray
         Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1 / zoom);

         if (Rotate && pos2b != pos2)
             Camera.transform.RotateAround(pos1, Plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Plane.normal));
     }

 }

 protected Vector3 PlanePositionDelta(Touch touch)
 {
     //not moved
     if (touch.phase != TouchPhase.Moved)
         return Vector3.zero;

     //delta
     var rayBefore = Camera.ScreenPointToRay(touch.position - touch.deltaPosition);
     var rayNow = Camera.ScreenPointToRay(touch.position);
     if (Plane.Raycast(rayBefore, out var enterBefore) && Plane.Raycast(rayNow, out var enterNow))
         return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow);

     //not on plane
     return Vector3.zero;
 }

 protected Vector3 PlanePosition(Vector2 screenPos)
 {
     //position
     var rayNow = Camera.ScreenPointToRay(screenPos);
     if (Plane.Raycast(rayNow, out var enterNow))
         return rayNow.GetPoint(enterNow);

     return Vector3.zero;
 }

 private void OnDrawGizmos()
 {
     Gizmos.DrawLine(transform.position, transform.position + transform.up);
 }
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Answer by EpicCrownKing · Feb 28, 2020 at 03:14 PM

If you're asking how to limit the camera to a certain area, just check if the camera is on the border or past the wanted area, and then reset its position to the border. A little clunky, but it could work.

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Answer by DomBran · Feb 28, 2020 at 04:23 PM

What exactly should be limited?

Position? Then you can try this:

 transform.position = new Vector3(
     Mathf.Clamp(transform.position.x, YourMinX, YourMaxX),
     Mathf.Clamp(transform.position.y, YourMinY, YourMaxY),
     Mathf.Clamp(transform.position.z, YourMinZ, YourMaxZ));
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