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Question by imabauss · Apr 12, 2014 at 11:40 PM · camera2dphysicsplayerbounds

Keep player from falling outside the camera? [2d]

So I'm creating a simple 2d game with a fixed camera!

Is there an easy way to keep my player, who has physics attached to him, from falling outside of the cameras views?

Currently I just have 4 walls surrounding the borders of the camera.

Just wondering if there is a better way to do this!

-thanks!

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Answer by imabauss · Apr 13, 2014 at 03:15 AM

Hey I figured this out, If anyone else wants a simple way to keep objects from falling out of the cameras view no matter what the screen size then here you go:

 #pragma strict
 
 //Reference the camera
 var mainCam : Camera;
 
 //Reference the colliders we are going to adjust
 var topWall : BoxCollider2D;
 var bottomWall : BoxCollider2D;
 var leftWall : BoxCollider2D;
 var rightWall : BoxCollider2D;
 
 function Start () { //Only set this to Update if you know the screen size can change during a playsession.
 
     //Move each wall to its edge location:
     topWall.size = new Vector2 (mainCam.ScreenToWorldPoint (new Vector3 (Screen.width * 2f, 0f, 0f)).x, 1f);
     topWall.center = new Vector2 (0f, mainCam.ScreenToWorldPoint (new Vector3 ( 0f, Screen.height, 0f)).y + 0.5f);
     
     bottomWall.size = new Vector2 (mainCam.ScreenToWorldPoint (new Vector3 (Screen.width * 2, 0f, 0f)).x, 1f);
     bottomWall.center = new Vector2 (0f, mainCam.ScreenToWorldPoint (new Vector3( 0f, 0f, 0f)).y - 0.5f);
     
     leftWall.size = new Vector2(1f, mainCam.ScreenToWorldPoint(new Vector3(0f, Screen.height*2f, 0f)).y);;
     leftWall.center = new Vector2(mainCam.ScreenToWorldPoint(new Vector3(0f, 0f, 0f)).x - 0.5f, 0f);
     
     rightWall.size = new Vector2(1f, mainCam.ScreenToWorldPoint(new Vector3(0f, Screen.height*2f, 0f)).y);
     rightWall.center = new Vector2(mainCam.ScreenToWorldPoint(new Vector3(Screen.width, 0f, 0f)).x + 0.5f, 0f);
 }

Courtesy of brackeys.com

Just make sure to create 4 empty game objects then add box colliders to them (box collider 2d in my case).

then link them up to the script. (I put the script on a different empty game object)

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