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Question by Punkjim420 · Mar 23, 2014 at 11:04 PM · cameramapcleanup

Screen pos out of view frustrum, Minimap Cleanup

I made a Minimap, or "Radar" that shows the entire world in my game.

This map can change size depending on what you use for the camSize variable in game. set it to 0 makes the frustrum error appear. Another thing my camera does is that it errors if i dont enter a value for camSize, so if camSize is empty i force the digit 1 to be my camSize, however for a brief second i get another error.

I understand why. My question is, is my scripting ok or should i do something different? Im not an advanced coder so i dont know if i should ignore the errors or find a work around.

If anyone wants to see the code:

 using UnityEngine;
 using System.Collections;
 using System.Text.RegularExpressions;
 
 public class Maps : MonoBehaviour {
 
     public Camera worldMap;
     public bool mapOpen = false;
     private string camSize = "1000";
     public GUISkin customSkin;
     void Start () {
         mapOpen = false;
     }
     void Update(){
         if(Input.GetKeyUp (KeyCode.M)){
             mapOpen = !mapOpen;
         }
 }
     void OnGUI(){
         GUI.skin = customSkin;
         if(camSize == "" || camSize == "."){
             camSize = "1";
         }
         if(mapOpen){
             GUI.Label(new Rect(Screen.width / 2 - 10, Screen.height / 2 - 10, 20, 20),"▲");
             worldMap.rect = new Rect (0, 0, 1, 1);
             camSize = GUI.TextField (new Rect(Screen.width - 50, Screen.height - 20, 50, 20), camSize);
             camSize = Regex.Replace(camSize, @"[^0-9.]", "");
             float temp = float.Parse(camSize);
                 worldMap.orthographicSize = temp;
         }
         if(!mapOpen){
             worldMap.rect = new Rect (0, 0, 0, 0);
             
         }
     }
 }
 
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Answer by Bunny83 · Mar 23, 2014 at 11:46 PM

Instead of line 29 and 30 you should do something like this:

 float temp;
 if (float.TryParse(camSize, out temp))
 {
     worldMap.orthographicSize = temp;
 }

edit
In addition you could / should wrap the whole part with an "GUI.changed"-if like this:

 camSize = GUI.TextField (new Rect(Screen.width - 50, Screen.height - 20, 50, 20), camSize);
 if (GUI.changed)
 {
     camSize = Regex.Replace(camSize, @"[^0-9.]", "");
     float temp;
     if (float.TryParse(camSize, out temp))
     {
         worldMap.orthographicSize = temp;
     }
 }

This avoids unnecessary parsing (which would otherwise happen 2 times each frame) and setting of the orthographicSize (which will probably cause the camera's internal matrix to be recalculated).

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avatar image Bunny83 · Mar 23, 2014 at 11:49 PM 0
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ps: Do you need to have an input field for the size? Usually it's more convenient to display a slider

avatar image Punkjim420 · Mar 24, 2014 at 06:33 AM 0
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I do not, ill probably convert to sliders because it seems odd to use a text field now that you have mentioned it. Thanks for your input. Ill try doing what you said.

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