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Question by JetixBoy · Jul 06, 2020 at 11:06 PM · player movementmousepositionjoysticksmain camera

How can I implement limits to my player so it doesn't come out of the main camera?

HI! I'm using a joystick to move my player around the hole main camera, the problem is that my player moves out of my main camera. If someone can help to solve this I'd be really thankful, I don't know if I've to implement some kind of limits. This is my code:

public Transform player; public float speed = 5.0f; private bool touchStart = false; private Vector2 pointA; private Vector2 pointB;
public Transform circle; public Transform outerCircle; float xScreen = 13, yScreen = 7;

void Update () { joySticksControls(); }

public void joySticksControls(){ if(Input.GetMouseButtonDown(0)) { pointA = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z)); circle.transform.position = pointA; outerCircle.transform.position = pointA; circle.GetComponent().enabled = true; outerCircle.GetComponent().enabled = true; } if(Input.GetMouseButton(0)){ touchStart = true; pointB = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z)); } else { touchStart = false; } }

  private void FixedUpdate(){
  if(touchStart){
    Vector2 offset = pointB - pointA;
    Vector2 direction = Vector2.ClampMagnitude(offset, 1f);
    moveCharacter(direction);
    circle.transform.position = new Vector2(pointA.x + direction.x,

pointA.y + direction.y); } else { circle.GetComponent().enabled = false; outerCircle.GetComponent().enabled = false; } }

  void moveCharacter(Vector2

direction){ player.Translate(direction speed Time.deltaTime); }

I'll be waiting your answer, be safe!

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