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Question by hsnzkg · Jun 03, 2021 at 12:02 PM · c#camera-movementworldspaceworld spacelocal axis

Camera Limitations Using Inverse Vectors

My code works fine with some world orientations but somehow it doesnt works with other orientations. I have a camera , camera target pivot point and camera offset borders along to the that pivot point.

The camera must be able to move freely within the boundaries of the red line.

Here is my scene setup alt text

YELLOW DOTS Camera Position Points GREEN DOTS Camera Look Rotation Points RED DOTS Camera Borders

Number 1,2 charts works fine as i expected camera doesnt go out of that red borders but the other ones 3-4 camera somehow will stuck on z or x axis .

Here is my camera movement code .

CAMERA MOVEMENT

     private void MoveCamera(Vector3 force, float sens)
     {
         Chart currentChartObj = currentChart.GetComponent<Chart>(); 
         Vector3 desiredForce = new Vector3(force.x,force.y,0) * Time.deltaTime * sens;
         Vector3 currentNormalPos = currentChart.transform.position + currentChart.transform.TransformDirection(currentChartObj.positionOffset);
         cameraTransform.transform.Translate(desiredForce);
         Vector3 currentTempPos = cameraTransform.transform.position;
 
         float finalX = Mathf.Clamp(currentTempPos.x, (currentNormalPos + currentChart.transform.InverseTransformVector(-Vector3.right * currentChartObj.cameraBorderOffsets.x)).x, (currentNormalPos + currentChart.transform.InverseTransformVector(Vector3.right * currentChartObj.cameraBorderOffsets.x)).x);
         float finalY = Mathf.Clamp(currentTempPos.y, (currentNormalPos + currentChart.transform.InverseTransformVector(-Vector3.up * currentChartObj.cameraBorderOffsets.y)).y, (currentNormalPos + currentChart.transform.InverseTransformVector(Vector3.up * currentChartObj.cameraBorderOffsets.y)).y);
         float finalZ = Mathf.Clamp(currentTempPos.z, (currentNormalPos + currentChart.transform.InverseTransformVector(-Vector3.right * currentChartObj.cameraBorderOffsets.x)).z, (currentNormalPos + currentChart.transform.InverseTransformVector(Vector3.right * currentChartObj.cameraBorderOffsets.x)).z);
 
 
         Vector3 finalPosition = new Vector3(finalX,finalY,finalZ);        
         cameraTransform.transform.position = Vector3.Slerp(currentTempPos, finalPosition, 0.125f);
     }


I am so confused about local and global and local world spaces...

Thanks in advance !

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Best Answer

Answer by hsnzkg · Jun 04, 2021 at 10:58 AM

finally I fixed that

max vectors definations just ONCE

         maxX = currentNormalPos + cameraTransform.transform.TransformVector(Vector3.right * currentChartObj.cameraBorderOffsets.x);
         minX = currentNormalPos + cameraTransform.transform.TransformVector(-Vector3.right * currentChartObj.cameraBorderOffsets.x);
 
         maxY = currentNormalPos + cameraTransform.transform.TransformDirection(Vector3.up * currentChartObj.cameraBorderOffsets.y);
         minY = currentNormalPos + cameraTransform.transform.TransformDirection(-Vector3.up * currentChartObj.cameraBorderOffsets.y);



MOVEMENT CODE

    private void MoveCamera(Vector3 force, float sens)
     {
         Vector3 desiredForce = new Vector3(force.x,force.y,0) * Time.deltaTime * sens;
         cameraTransform.transform.Translate(desiredForce,Space.Self);
         Vector3 currentTempPos = cameraTransform.transform.position;
 
         float finalX = Mathf.Clamp(currentTempPos.x, Mathf.Min(minX.x, maxX.x), Mathf.Max(minX.x, maxX.x));
         float finalY = Mathf.Clamp(currentTempPos.y, minY.y, maxY.y);
         float finalZ = Mathf.Clamp(currentTempPos.z, Mathf.Min(minX.z, maxX.z), Mathf.Max(minX.z, maxX.z));
 
         cameraTransform.transform.position = Vector3.Slerp(currentTempPos, new Vector3(finalX,finalY,finalZ), 0.125f);
     }





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