• 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 davefightsdragons · Jul 14, 2015 at 04:53 PM · c#programmingspriterenderer

Getting a camera to stop at the edges of a sprite

So basically I have a large background sprite that I have named background and my script takes in this object's sprite renderer so that it can determine where the edges are and stop. here is a block of code that I am using

this it where it gets the sprite's bounds

 void Start () {
 
      spriteBounds = GameObject.Find("Background").GetComponent<SpriteRenderer>();
  
      float vertExtent = Camera.main.camera.orthographicSize;  
      float horzExtent = vertExtent * Screen.width / Screen.height;
      boundL = (horzExtent - spriteBounds.sprite.bounds.size.x / 2.0f);
      boundR = (spriteBounds.sprite.bounds.size.x / 2.0f - horzExtent);
      boundB = (vertExtent - spriteBounds.sprite.bounds.size.y / 2.0f);
      boundT = (spriteBounds.sprite.bounds.size.y  / 2.0f - vertExtent);
  }

 

And this should keep it from moving past the edges

 void FixedUpdate () {
 
      Debug.Log (boundB);
      Debug.Log (boundT);
      Debug.Log (boundL);
      Debug.Log (boundR);
      Vector3 targetPos = Player.Instance.transform.position;
          
      transform.position = new Vector3 (Mathf.Clamp (targetPos.x, boundL, boundR),
                                        Mathf.Clamp (targetPos.y, boundB, boundT),transform.position.z);
  
  
  }

 

This is not working properly the way I want it to, any help would be awesome! and if the suggestions could use c# code that would be preferred because I don't know java script

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

0 Replies

· Add your reply
  • Sort: 

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.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

In the need of the light of a genius ! 2 Answers

[C#] AI Behaviour in spherical way like RESOGUN based on Rigidbodies. 1 Answer

Procedural floor plan/room layout (2D) 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