- Home /
Mathf.Clamp isn't stopping movement
I'm making a Pong clone and I'm attempting to limit the movement of the paddle, but the paddle just continues to move beyond the specified clamp point. I'm not sure what I'm doing wrong here.
using UnityEngine;
using System.Collections;
public class PaddleMovement : MonoBehaviour {
public float speed = 10.0f;
private float minY = -5.0f;
private float maxY = 2.75f;
void Update ()
{
Vector3 pos = transform.position;
float movement = Input.GetAxis("Vertical") * Time.deltaTime * speed;
transform.Translate(new Vector3(0, movement, 0));
pos.y = Mathf.Clamp(transform.position.y, minY, maxY);
}
}
It simply appears that you have placed your calls in the wrong order.
You are clamping pos.y to the range of transform. You don't actually do anything with pos.
Answer by maccabbe · Feb 25, 2015 at 09:07 PM
You need assign the pos back to transform. Try the following:
using UnityEngine;
using System.Collections;
public class PaddleMovement : MonoBehaviour {
public float speed = 10.0f;
private float minY = -5.0f;
private float maxY = 2.75f;
void Update ()
{
float movement = Input.GetAxis("Vertical") * Time.deltaTime * speed;
transform.Translate(new Vector3(0, movement, 0));
Vector3 pos=transform.position;
pos.y = Mathf.Clamp(transform.position.y, minY, maxY);
transform.position=pos;
}
}
This works to clamp the movement, however the values are wrong. It will stop the movement at -6.110792 and 1.639208, for some reason.
I realize that, but the values indicated in the original code are not the same ones I'm receiving. They seem to be random values. For example, if I use -4.0f, it clamps the movement at -5.110792. Nevertheless, thanks again for the help.
Not sure if you figured this out because it was a few months ago but I had a similar problem just recently.
It turned out that it was because I was multiplying by Time.deltaTime. Once I moved that to a different line, it worked fine again. $$anonymous$$aybe try moving yours to the transform.Translate line?
The above code clamps the global position using transform.position. If you want to clamp the local position then use transform.localPosition. i.e.
Vector3 pos=transform.localPosition;
pos.y = $$anonymous$$athf.Clamp(pos.y, $$anonymous$$Y, maxY);
transform.localPosition=pos;
Your answer
Follow this Question
Related Questions
Scoring not working 2 Answers
Clamping movement range on X-axis 0 Answers
Scoring not working for pong 1 Answer
Using Mathf.Clamp To Limit Camera Movement 0 Answers
Little problem with Mathf.Clamp as used in Space Shooter Tutorial 8 Answers