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               Question by 
               Jacho_Mendt · Dec 06, 2017 at 09:18 AM · 
                cameraunity 2dcamera movementviewport  
              
 
              Move the camera in 2D when target reaches bounds. Is there a better way?
Hello,
I've created a code snippet that allows the camera to move when the player reaches defined bounds inside the viewport (sort of what happens in old school rpg games like Final fantasy 6).
This code works perfectly, but I feel it could be further optimized. Does anyone have a suggestion?
Code:
     void Update () {
         //resize the field of view instead of the dimensions of the screen
         cam.orthographicSize = (Screen.height / 100f)/scale;
         //target is the transform of the gameObject that is focused by the camera
         if (target)
         {
             //converts the coordinates of the target from world to viewport 
             //(range: 0-1, the center where the camera is positioned is always 0.5,0.5,z)
             Vector3 targetVPPos = cam.WorldToViewportPoint(target.position);
             /*if the target is outside the bounds defined by [range,1-range]
             in viewport coordinates, returns by how much.
             returns a negative float if targetVPPos.x (or .y)
             is smaller than the lower bound, positive if it's bigger
             than the higher bound, or 0*/
             float deviationX = (Mathf.Clamp01((targetVPPos.x - range) * -1)* -1) + (Mathf.Clamp01(((1 - range) - targetVPPos.x) * -1));
             float deviationY = (Mathf.Clamp01((targetVPPos.y - range) * -1)* -1) + (Mathf.Clamp01(((1 - range) - targetVPPos.y) * -1));
             Vector3 deviationV3 = new Vector3(deviationX, deviationY, 0f);
             if(deviationV3 != Vector3.zero)
             {
                 /*add deviationV3 to a vector defining the camera position in the viewport 
                 (constant, the camera is ALWAYS in the middle of it
                 then convert it in game coordinates*/
                 deviationV3 = cam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, -10f) + deviationV3);
                 /*Lerp from current camera position to the new position
                   to achieve a smooth transition.
                   if that is not required, changing the position 
                   of the camera transform is sufficient*/
                 transform.position = Vector3.Lerp(transform.position, deviationV3, speed);
             }
         }
 
     }
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