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Question by dovster1 · Feb 26, 2019 at 02:26 AM · cameracamera-movementcamera.main

Fix Camera Moving Out Of Screen

Hi, so I am relatively new to unity. I have a camera in my game that I pieced together from online tutorials. It can zoom in/out and pan around. The problem is it pans around outside of the image. For now, it snaps back in place once it is outside of the image. But, I don't want it to even go beyond the image. I need it clamped like a Scroll Rect. The code is included below. Thanks!

C#

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PanZoom : MonoBehaviour { public BoxCollider2D Bounds; private Vector3 _min, _max; private Vector2 x, y;

 Vector3 touchStart;
 public float zoomOutMin = 1;
 public float zoomOutMax = 8;

 //GO stands for GameObject
 public GameObject CameraGO;
 public GameObject CanvasGO;


 public void Start()
 {
     _min = Bounds.bounds.min;
     _max = Bounds.bounds.max;
 }


 // Update is called once per frame
 void Update()
 {
     var cameraHalfWidth = Camera.main.orthographicSize * ((float)Screen.width / Screen.height);
     var x = transform.position.x;
     var y = transform.position.y;

     x = Mathf.Clamp(x, _min.x + cameraHalfWidth, _max.x - cameraHalfWidth);
     y = Mathf.Clamp(y, _min.y + Camera.main.orthographicSize, _max.y - Camera.main.orthographicSize);
     transform.position = new Vector3(x, y, transform.position.z);

     if (Input.GetMouseButtonDown(0))
     {
         touchStart = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     }


     if (Input.touchCount == 2)
     {
         Touch touchZero = Input.GetTouch(0);
         Touch touchOne = Input.GetTouch(1);

         Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
         Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;

         float prevMagnitude = (touchZeroPrevPos - touchOnePrevPos).magnitude;
         float currentMagnitude = (touchZero.position - touchOne.position).magnitude;

         float difference = currentMagnitude - prevMagnitude;

         zoom(difference * 0.01f);
     }
     else if (Input.GetMouseButton(0))
     {
         Vector3 direction = touchStart - Camera.main.ScreenToWorldPoint(Input.mousePosition);
         Camera.main.transform.position += direction;
     }
     zoom(Input.GetAxis("Mouse ScrollWheel"));
 }


 void zoom(float increment)
 {
     float multiplier = 1000f;
     Camera.main.orthographicSize = Mathf.Clamp(Camera.main.orthographicSize - increment * multiplier, zoomOutMin, zoomOutMax);
 }

}

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