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Question by myojin08 · Aug 01, 2017 at 03:17 AM · resolutionmathf.clamp

how is mathf.clamp to be resolution independent according to the RectTransform rt which is my gamefield? bacause when im playing in other resolution clamp is changing.

public void OnDrag(PointerEventData eventData) { Vector2 mousePos = new Vector3(eventData.position.x, eventData.position.y); Vector2 pos = Camera.main.ScreenToWorldPoint (mousePos); this.transform.position = pos; Vector2 mousePos1 = new Vector2(Input.mousePosition.x, Input.mousePosition.y); Vector2 pos1 = Camera.main.ScreenToWorldPoint (mousePos1);

             RectTransform rt = gfParent.GetComponent<RectTransform>();

     var Min = Camera.main.ScreenToWorldPoint(rt.rect.min);
     var Max = Camera.main.ScreenToWorldPoint(rt.rect.max);
     if (Screen.height == 1920 && Screen.width == 1080) {
         pos1.x = Mathf.Clamp (pos1.x, Min.x + 3.5f, Max.x + 2.1f);
         pos1.y = Mathf.Clamp (pos1.y, Min.y + 4.55f, Max.y + 3.1f);
     } else {
         pos1.x = Mathf.Clamp (pos1.x, Min.x + 4.2f, Max.x + 2.5f);
         pos1.y = Mathf.Clamp (pos1.y, Min.y + 4.55f, Max.y + 3.1f);
     }
     transform.position = pos1;
 }



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