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Question by Yacob3 · Apr 02, 2019 at 12:46 PM · c#mathf.clamp

Locking movement in the X and Z axis

I am trying to set-up a cube movement script in Unity. I want to prevent the player from moving beyond a certain point in the X and Z axis, but I'm struggling to understand how to implement it into my script.

This is the script I have currently:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player_Script : MonoBehaviour
 {
 
     public float tumblingDuration = 0.2f;
 
     void Update()
     {
         var dir = Vector3.zero;
 
         if (Input.GetKey(KeyCode.UpArrow))
             dir = Vector3.right;
         
         if (Input.GetKey(KeyCode.DownArrow))
             dir = Vector3.left;
 
         if (Input.GetKey(KeyCode.LeftArrow))
             dir = Vector3.forward;
 
         if (Input.GetKey(KeyCode.RightArrow))
             dir = Vector3.back;
 
         if (dir != Vector3.zero && !isTumbling)
         {
             StartCoroutine(Tumble(dir));
         }
     }
 
     bool isTumbling = false;
     IEnumerator Tumble(Vector3 direction)
     {
         isTumbling = true;
 
         var rotAxis = Vector3.Cross(Vector3.up, direction);
         var pivot = (transform.position + Vector3.down * 0.5f) + direction * 0.5f;
 
         var startRotation = transform.rotation;
         var endRotation = Quaternion.AngleAxis(90.0f, rotAxis) * startRotation;
 
         var startPosition = transform.position;
         var endPosition = transform.position + direction;
 
         var rotSpeed = 90.0f / tumblingDuration;
         var t = 0.0f;
 
         while (t < tumblingDuration)
         {
             t += Time.deltaTime;
             if( t < tumblingDuration)
             {
                 transform.RotateAround(pivot, rotAxis, rotSpeed * Time.deltaTime);
                 yield return null;
             }
             else
             {
                 transform.rotation = endRotation;
                 transform.position = endPosition;
             }
         }
 
         isTumbling = false;
     }
 }

I understand that I need Mathf.Clamp, but I don't understand how to add in effectively in my script.

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Answer by Yacob3 · Apr 02, 2019 at 03:48 PM

I get this error message when trying that method:

Cannot modify the return value of 'Transform.position' because it is not a variable

I'm not sure what I need to do to fix that issue.

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avatar image Magso · Apr 02, 2019 at 04:17 PM 0
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ah! $$anonymous$$ake a new vector3 variable

 public Vector3 thePosition;

and replace all transform.position with thePosition such as

 transform.position.x
 //to
 thePosition.x

and finally assign the position with the variable

 transform.position = thePosition;

P.S. I miss UnityScript :(

avatar image Yacob3 · Apr 02, 2019 at 05:11 PM 0
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I get a new error message when I make those changes:

"The name '$$anonymous$$' does not exist in the current context" "The name 'max' does not exist in the current context"

This is is how I implemented the changes. Can you see what I may have misunderstood?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player_Script : $$anonymous$$onoBehaviour
 {
 
     public float tumblingDuration = 0.2f;
 
     public Vector3 thePosition;
 
     void Start()
     {
         transform.position = thePosition;
     }
 
     void Update()
     {
         var dir = Vector3.zero;
 
         if (Input.Get$$anonymous$$ey($$anonymous$$eyCode.UpArrow))
             dir = Vector3.right;
         
         if (Input.Get$$anonymous$$ey($$anonymous$$eyCode.DownArrow))
             dir = Vector3.left;
 
         if (Input.Get$$anonymous$$ey($$anonymous$$eyCode.LeftArrow))
             dir = Vector3.forward;
 
         if (Input.Get$$anonymous$$ey($$anonymous$$eyCode.RightArrow))
             dir = Vector3.back;
 
         if (dir != Vector3.zero && !isTumbling)
         {
             StartCoroutine(Tumble(dir));
         }
 
         thePosition.x = $$anonymous$$athf.Clamp(thePosition.x, $$anonymous$$, max);
         thePosition.z = $$anonymous$$athf.Clamp(thePosition.z, $$anonymous$$, max);
     }
 
     bool isTumbling = false;
     IEnumerator Tumble(Vector3 direction)
     {
         isTumbling = true;
 
         var rotAxis = Vector3.Cross(Vector3.up, direction);
         var pivot = (transform.position + Vector3.down * 0.5f) + direction * 0.5f;
 
         var startRotation = transform.rotation;
         var endRotation = Quaternion.AngleAxis(90.0f, rotAxis) * startRotation;
 
         var startPosition = transform.position;
         var endPosition = transform.position + direction;
 
         var rotSpeed = 90.0f / tumblingDuration;
         var t = 0.0f;
 
         while (t < tumblingDuration)
         {
             t += Time.deltaTime;
             if( t < tumblingDuration)
             {
                 transform.RotateAround(pivot, rotAxis, rotSpeed * Time.deltaTime);
                 yield return null;
             }
             else
             {
                 transform.rotation = endRotation;
                 transform.position = endPosition;
             }
         }
 
         isTumbling = false;
     }
 }
avatar image RobAnthem Yacob3 · Apr 02, 2019 at 05:20 PM 0
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How did you get this far, but don't understand your current error? You never defined the variables $$anonymous$$ or max. That's all.

avatar image Magso Yacob3 · Apr 02, 2019 at 07:01 PM 0
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In your case you have made a separate variable for the resulting position so thePosition can act as just a clamp.

 IEnumerator Tumble(Vector3 direction)
      {
          thePosition = transform.position;
          thePosition.x = $$anonymous$$athf.Clamp(thePosition.x, $$anonymous$$, max);
          thePosition.z = $$anonymous$$athf.Clamp(thePosition.z, $$anonymous$$, max);
          isTumbling = true;
  
          var rotAxis = Vector3.Cross(Vector3.up, direction);
          var pivot = (thePosition + Vector3.down * 0.5f) + direction * 0.5f;
  
          var startRotation = transform.rotation;
          var endRotation = Quaternion.AngleAxis(90.0f, rotAxis) * startRotation;
  
          var startPosition = thePosition;
          var endPosition = thePosition + direction;
  
          var rotSpeed = 90.0f / tumblingDuration;
          var t = 0.0f;
  
          while (t < tumblingDuration)
          {
              t += Time.deltaTime;
              if( t < tumblingDuration)
              {
                  transform.RotateAround(pivot, rotAxis, rotSpeed * Time.deltaTime);
                  yield return null;
              }
              else
              {
                  transform.rotation = endRotation;
                  transform.position = endPosition;
              }
          }
  
          isTumbling = false;
      }


avatar image Yacob3 · Apr 02, 2019 at 07:09 PM 0
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@Uni010 Thank you for your help. That solved my issues.

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Answer by Magso · Apr 02, 2019 at 03:20 PM

You can clamp the transform.position axes

 transform.position.x = Mathf.Clamp(transform.position.x, min, max);
 transform.position.z = Mathf.Clamp(transform.position.z, min, max);

or you can use Vector3.ClampMagnitude

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