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Question by $$anonymous$$ · Jan 09, 2020 at 05:07 PM · screenscreentoworldpointscreen.widthscreen.height

How to set screen boundaries on a moving camera

Thanks in advance to anyone who replies.

I am working on a basic horizontal shooter game where the screen moves horizontally at a fixed rate whilst the player moves around the screen shooting at incoming projectiles. My problem is that I have set the screen boundaries using the ScreenToWorldPoint; however after the camera moves a certain distance my player object is being pushed outside of the screen space.

Please find my code attached below. It might help clarify the issue:

 using UnityEngine;
 
 // Attached to the player
 public class ScreenBoundaries : MonoBehaviour
 {
     private Vector3 screenBoundaries;
     public GameObject player;
 
     private void Start()
     {
         SetBoundaries();
     }
 
     private void Update()
     {       
         Vector3 playerPosition = player.transform.position;
         playerPosition.x = Mathf.Clamp(playerPosition.x, screenBoundaries.x, -screenBoundaries.x);
         playerPosition.y = Mathf.Clamp(playerPosition.y, screenBoundaries.y, -screenBoundaries.y);
         player.transform.position = playerPosition;
     }
 
     private void SetBoundaries()
     {
         screenBoundaries = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 
         Camera.main.transform.position.z));
     }
 }
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Answer by mansoor090 · Jan 09, 2020 at 05:24 PM

Search for edge collider . Create collider points using screen x and y coordinates and attach with camera gameobject . Your problem will be fixed

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avatar image $$anonymous$$ · Jan 09, 2020 at 05:53 PM 0
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Thanks for the swift reply. However the issue is that I am using 3d objects and colliders. If I recall correctly the edge collider doesn't work correctly with 3d colliders correct? Or am I wrong?

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