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Question by nj4242 · Dec 09, 2016 at 12:15 PM · clampdragginglocalscalemathf.clampscaledown

MathF.clamp not working!

Hi,

I am scaling my game object on mouse dragging, and I want to restrict the scale values, but the objects doesnt stops scaling to min and max while I am dragging to scale it.

Code block :

 void OnMouseDrag()
 {
     gameObject.transform.localScale = new Vector3(Mathf.Clamp(gameObject.transform.localScale.x, 2.8f, 7.2f), gameObject.transform.localScale.y, 1);
 
 }


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avatar image Ralp7 · Dec 09, 2016 at 02:55 PM 2
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I'm not sure if i understand what you want to achieve. I wrote this code. I hope it is what you want.

 using UnityEngine;
 using System.Collections;
 
 public class Game$$anonymous$$anager : $$anonymous$$onoBehaviour {
 
     float prev$$anonymous$$ousex = 0f;
 
     private void Start()
     {
         prev$$anonymous$$ousex = Input.mousePosition.x;
     }
 
     private void On$$anonymous$$ouseDrag()
     {
         if (prev$$anonymous$$ousex != Input.mousePosition.x) // if mouse changed position. Simply if dragging...
         {
             float changeAmountx = Input.mousePosition.x - prev$$anonymous$$ousex;
 
             gameObject.transform.localScale = new Vector3($$anonymous$$athf.Clamp(gameObject.transform.localScale.x + (changeAmountx * 0.1f), 2.8f, 7f), gameObject.transform.localScale.y, 1);
 
             prev$$anonymous$$ousex = Input.mousePosition.x;
         }
     }
 }
 
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Answer by Content1of_akind · Oct 07, 2020 at 12:32 AM

Your code helped me figure out what we both needed, hope this helps somebody else, cheers!

 [SerializeField]
 private float xMin, xMax, yMin, yMax
 
 transform.position = new Vector3(Mathf.Clamp(this.transform.position.x, xMin, xMax), Mathf.Clamp(this.transform.position.y, yMin, yMax),0);
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