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Question by test45 · Jul 27, 2017 at 12:13 AM · c#androidcamera2dgui

Clamp To The Screen Edge

This script adds on screen icons to point to off screen game objects. It works but I need to clamp the icons to the edge of the screen, I tried Mathf.Clamp() on the vector2 axis but can only get it to clamp to the upper left corner. Any help would be great thanks.

 public Texture2D icon; //The icon. Preferably an arrow pointing upwards.
 public float iconSize = 50f;
 [HideInInspector]
 public GUIStyle arrow; //GUIStyle to make the box around the icon invisible. Public so that everything has the default stats.
 Vector2 indRange;
 float scaleRes = Screen.width/200; //The width of the screen divided by 500. Will make the GUI automatically
 //scale with varying resolutions.
 Camera cam;
 public bool visible = false; //Whether or not the object is visible in the camera.
 
 void Start () {
     visible = GetComponent<SpriteRenderer> ().isVisible;
 
     cam = Camera.main; //Don't use Camera.main in a looping method, its very slow, as Camera.main actually
     //does a GameObject.Find for an object tagged with MainCamera.
 
     indRange.x = Screen.width - (Screen.width / 6);
     indRange.y = Screen.height - (Screen.height / 7);
     indRange /= 2f;
 
     arrow.normal.textColor = new Vector4 (0, 0, 0, 0); //Makes the box around the icon invisible.
 
 }
 
 void OnGUI () {
     if (visible) {
         Vector3 dir = transform.position - cam.transform.position;
         dir = Vector3.Normalize (dir);
         dir.y *= -1f;
 
         Vector2 indPos = new Vector2 (indRange.x * dir.x, indRange.y * dir.y);
         indPos = new Vector2 ((Screen.width / 2) + indPos.x,
             (Screen.height / 2) + indPos.y);
 
         Vector3 pdir = transform.position - cam.ScreenToWorldPoint(new Vector3(indPos.x, indPos.y,
             transform.position.z));
         pdir = Vector3.Normalize(pdir);
 
         float angle = Mathf.Atan2(pdir.x, pdir.y) * Mathf.Rad2Deg;
 
         GUIUtility.RotateAroundPivot(angle, indPos); //Rotates the GUI. Only rotates GUI drawn after the rotate is called, not before.
         GUI.Box (new Rect (indPos.x, indPos.y, scaleRes * iconSize, scaleRes * iconSize), icon,arrow);
         GUIUtility.RotateAroundPivot(0, indPos); //Rotates GUI back to the default so that GUI drawn after is not rotated.
     }
 }
 
 public void OnBecameInvisible() {
     visible = false;
 }
 //Turns off the indicator if object is onscreen.
 public void OnBecameVisible() {
     visible = true;
 }
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