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This question was closed Mar 20, 2016 at 03:37 AM by arksenu for the following reason:

I figured out why, where y was 0.0f, it was slightly below the game plane, making it seem as though the texture was squished.

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Question by arksenu · Mar 18, 2016 at 12:48 PM · gameobjecttexturemathf.clamp

Mathf.Clamp Squishes Textures

While using Mathf.Clamp to set boundaries, it appears to squish my Player object texture. Here is my script:

 using UnityEngine;
 using System.Collections;
 [System.Serializable]
 public class Boundary {
     public float xMin, xMax, zMin, zMax;
 }
 public class PlayerController : MonoBehaviour {
     public Boundary boundary;
     public float speed;
     public float tilt;
     void FixedUpdate() {
 
         float moveHorizontal = Input.GetAxis ("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical");
 
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
         rigidbody.velocity = movement * speed;
 
 
         transform.position = new Vector3 (
             Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax),
             0.0f,
             Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax)
          );
 
         rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
     }
 }
 

This is what it's SUPPOSED to look like: (Without the mathf.clamp) alt text

And this is what it looks like with mathf.clamp alt text

playerobjectsmashed-min.png (284.4 kB)
regularplayer-min.png (283.5 kB)
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