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Question by Technic235 · Sep 16, 2018 at 09:49 AM · camerascripting problemzoom

Automatically Adjust Camera's Clamp when Zoom Changes

I am brand new to Unity and game development in general so my knowledge base is very limited. Using tutorials, I have managed to create a camera script that follows the player and has an adjustable zoom factor (without changing the pixel resolution). I also have clamped the camera manually but now I want to automatically clamp based on zoom, without having to find the edges of the map and insert the values myself.

 using System.Collections;
 using UnityEngine;
 
 public class FollowTarget : MonoBehaviour
 {
     public Transform target;

     Camera playercam;

     Vector3 velocity = Vector3.zero;
 
     //a multiplier that affects the camera's follow speed
     public float speed = 0.1f;
 
     //a multiplier that affects the camera's zoom scale
     public float zoom = 1f;
 
     //enable and set the max y-value
     public bool YMaxEnabled = false;
     public float YMax = 0;
     //enable and set the min y-value
     public bool YMinEnabled = false;
     public float YMin = 0;
     //enable and set the max x-value
     public bool XMaxEnabled = false;
     public float XMax = 0;
     //enable and set the min x-value
     public bool XMinEnabled = false;
     public float XMin = 0;
 
 
     void Start()
     {
         playercam = GetComponent<Camera> ();
     }
 
 
     void FixedUpdate()
     {
         Vector3 targetPos = target.position;
 
         //vertical
         if (YMinEnabled && YMaxEnabled)
             targetPos.y = Mathf.Clamp(target.position.y, YMin, YMax);
         else if (YMinEnabled)
             targetPos.y = Mathf.Clamp(target.position.y, YMin, target.position.y);
         else if (YMaxEnabled)
             targetPos.y = Mathf.Clamp(target.position.y, YMax, target.position.y);
 
         //horizontal
         if (XMinEnabled && XMaxEnabled)
             targetPos.x = Mathf.Clamp(target.position.x, XMin, XMax);
         else if (YMinEnabled)
             targetPos.x = Mathf.Clamp(target.position.x, XMin, target.position.x);
         else if (YMaxEnabled)
             targetPos.x = Mathf.Clamp(target.position.x, XMax, target.position.x);
 
         //align the camera and the target z-position
         targetPos.z = transform.position.z;
         
         //the camera's actual follow speed
         transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref velocity, speed);
 
         //the camera's actual zoom scale
         playercam.orthographicSize = zoom * (Screen.height / 100f) / 1.5f;
     }
 }
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