Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by r3tsa · Jan 03, 2014 at 10:56 PM · camera viewportviewporttoworldpoint

ViewportToWorldPoint causing object to move

I'm trying to lock my player ship object in camera's view, here's the code:

 Vector3 pos = Camera.main.WorldToViewportPoint(transform.position);
 
 pos.x = Mathf.Clamp(pos.x, 0, 1); 
 pos.y = Mathf.Clamp(pos.y, 0, 1);
 
 transform.position = Camera.main.ViewportToWorldPoint(pos);

When converting back to worldspace coordinates there is misscalculation; upon every update small values are added to x-axis and substracted from y-axis. It is visible when object is idle. Ship is child of camera roatated by 90 degrees on x-axis.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by superluigi · Jan 05, 2014 at 10:49 PM

Okay I'm a little confused but I'll try to help. I'm not sure if your camera is moving. I'm assuming your making a level like space invaders. Usually what you wanna do with this type of game is keep the camera still, give the player limited movement inside the cameras viewport, and have your background and enemies move down. I'm also going to assume you are running this level in the x and y axis.

var xpos : float = 5; var ypos : float = 5;

 function Update()
 {
     transform.position.x = Mathf.Clamp(transform.position.x, -xpos, xpos);
     transform.position.y = Mathf.Clamp(transform.position.y, -ypos, ypos);
 }

This will work the way you want it however it's not using camera.viewporttoworldpoint. What you want to do is adjust xpos and ypos until it reaches the edge of the screen. This is just a much easier way, at least in my opinion. If you want to use viewportworlpoint let me know and I'll try to help you code that too.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

WorldToViewportPoint and ViewportToWorldPoint math 2 Answers

Questions behind rationale of code,Why does my code work with ScreenToWorldPoint but not ViewportToWorldPoint? 1 Answer

Camera.ViewportToWorldPoint giving different values 0 Answers

Keeping field of view the same in a 2d game 0 Answers

Outside game clear screen 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges