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Question by N1warhead · Dec 17, 2014 at 05:31 PM · cameratransform.position

Restrict Camera to move X Axis only

Hey guys, I know I should know this answer by now. But I'm not used to this Javascript stuff with the Smooth Follow script.

I've got it now to look at the angle I want, I just can't figure out how to restrict the Camera to move only left and right, I don't want it to move up and down or any other direction, just left and right, it's a 2.5D game, but I have it set to where the player can walk in all 4 directions, so I just need the Camera to move left and right.

Just to make things easier I'll go ahead and post the Camera code here so you you have to go searching for it.

 // The target we are following
 var target : Transform;
 // The distance in the x-z plane to the target
 var distance = 10.0;
 // the height we want the camera to be above the target
 var height = 5.0;
 // How much we 
 var heightDamping = 2.0;
 var rotationDamping = 3.0;
 
 // Place the script in the Camera-Control group in the component menu
 @script AddComponentMenu("Camera-Control/Smooth Follow")
 
 
 function LateUpdate () {
     // Early out if we don't have a target
     if (!target)
         return;
     
     // Calculate the current rotation angles
     var wantedRotationAngle = target.eulerAngles.y;
     var wantedHeight = target.position.y + height;
         
     var currentRotationAngle = transform.eulerAngles.y;
     var currentHeight = transform.position.y;
 
     // Damp the height
     currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
 
     // Convert the angle into a rotation
     var currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
     
     // Set the position of the camera on the x-z plane to:
     // distance meters behind the target
     transform.position = target.position;
     transform.position -= currentRotation * Vector3.forward * distance;
 
     // Set the height of the camera
     transform.position.y = currentHeight;
     
     // Always look at the target
     transform.LookAt (target);
 }
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Answer by Avash · Dec 17, 2014 at 05:59 PM

The easiest way is probaly save old position before camera position is updated. Calculated x old z and y are the coordinates you want.

EDIT:

Javascript is not really that differend. If you can do it in c# you should be able to make it in javascript.

 // Other variables
 var lastPosition : Vector3;
 function LateUpdate () {
     lastPosition = transform.position;
     
     // Your current code in LateUpdate()
     
     var newPosition = transform.position;
     var fixedPosition = Vector3(newPosition.x, lastPosition.y, lastPosition.z);
 }

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avatar image N1warhead · Dec 17, 2014 at 06:05 PM 0
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Well if you know anything about Javascript that would be greatly appreciated (I use C#) and know nothing about the Syntax for JS. But if you can't I understand.

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