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Question by Sigillimus · Feb 25, 2015 at 09:00 PM · movementmathf.clamppongpaddle

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);
     }
 }
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avatar image meat5000 ♦ · Feb 25, 2015 at 09:07 PM 0
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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.

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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;
      }
  }
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avatar image Sigillimus · Feb 25, 2015 at 09:12 PM 0
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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.

avatar image meat5000 ♦ · Feb 25, 2015 at 09:19 PM 0
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You have the method. The values are your choice.

avatar image Sigillimus · Feb 25, 2015 at 09:26 PM 0
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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.

avatar image KazeEnji · Jul 20, 2015 at 11:25 PM 0
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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?

avatar image maccabbe · Jul 21, 2015 at 04:36 AM 0
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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;

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