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Question by Dariva · May 26, 2020 at 04:11 PM · raycastobjectscriptableobjectzoom

How can I set zoom limits for an inspected object?

I created a script that allows me to inspect objects that have a mesh collider when I click on it. As in the image below:

alt text

The problem is that if I move the object too close, it gets into the player and if I move it too far it is bad to see.

alt text

I would like to know how to establish a maximum and minimum distance limit for the object in relation to the player. The script I created to examine the object is the one below:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityStandardAssets;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
 
     public class ExaminarObjetos : MonoBehaviour
     {
 
         Camera mainCam;//Camera Object Will Be Placed In Front Of
         GameObject clickedObject;//Currently Clicked Object
         public GameObject Jogador;
         public GameObject Efeitos;
 
         //Holds Original Postion And Rotation So The Object Can Be Replaced Correctly
         Vector3 originaPosition;
         Vector3 originalRotation;
 
         //If True Allow Rotation Of Object
         bool examineMode;
 
         void Start()
         {
             mainCam = Camera.main;
             examineMode = false;
         }
 
         private void Update()
         {
 
             ClickObject();//Decide What Object To Examine
 
             AjusteObjeto();
 
             TurnObject();//Allows Object To Be Rotated
 
             ExitExamineMode();//Returns Object To Original Postion
         }
 
 
         void ClickObject()
         {
             if (Input.GetMouseButtonDown(0) && examineMode == false)
             {
                 RaycastHit hit;
                 Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);
                 Vector3 PInicial = mainCam.transform.position + (transform.forward * 1.5f);
 
 
                 if (Physics.Raycast(ray, out hit))
                 {
 
                     //ClickedObject Will Be The Object Hit By The Raycast
                     clickedObject = hit.transform.gameObject;
 
                     //Save The Original Postion And Rotation
                     originaPosition = clickedObject.transform.position;
                     originalRotation = clickedObject.transform.rotation.eulerAngles;
 
                     //Now Move Object In Front Of Camera
                     clickedObject.transform.position = PInicial;
                     Debug.Log(Mathf.Abs((clickedObject.transform.position.x) + Mathf.Abs(clickedObject.transform.position.z)) - (Mathf.Abs(PInicial.x) + Mathf.Abs(PInicial.z)));
 
                     //Pause The Game
                     Time.timeScale = 0;
                     Jogador.GetComponent<FirstPersonController>().enabled = false;
                     Efeitos.SetActive(true);
 
                     //Turn Examine Mode To True
                     examineMode = true;
 
                 }
             }
         }
 
         void AjusteObjeto()
         {
             Vector3 Dmaximo = mainCam.transform.position + (transform.forward * 1.5f);
             Vector3 Dminimo = mainCam.transform.position + (transform.forward * 0.5f);
             Vector3 PInicial = mainCam.transform.position + (transform.forward * 1.5f);
 
             if (Input.GetAxis("Mouse ScrollWheel") > 0 && examineMode)
             {
                 clickedObject.transform.position = clickedObject.transform.position + (transform.forward * 0.05f);
                 Debug.Log(Mathf.Abs((clickedObject.transform.position.x) + Mathf.Abs(clickedObject.transform.position.z)) - (Mathf.Abs(PInicial.x) + Mathf.Abs(PInicial.z)));
             }
             if (Input.GetAxis("Mouse ScrollWheel") < 0 && examineMode)
             {
                 clickedObject.transform.position = clickedObject.transform.position - (transform.forward * 0.05f);
                 Debug.Log(Mathf.Abs((clickedObject.transform.position.x) + Mathf.Abs(clickedObject.transform.position.z)) - (Mathf.Abs(PInicial.x) + Mathf.Abs(PInicial.z)));
             }
 
         }
 
         void TurnObject()
         {
             if (Input.GetMouseButton(2) && examineMode)
             {
                 float rotationSpeed = 15;
 
                 float xAxis = Input.GetAxis("Mouse X") * rotationSpeed;
                 float yAxis = Input.GetAxis("Mouse Y") * rotationSpeed;
 
                 clickedObject.transform.Rotate(Vector3.up, -xAxis, Space.World);
                 clickedObject.transform.Rotate(Vector3.right, yAxis, Space.World);
             }
         }
 
         void ExitExamineMode()
         {
             if (Input.GetMouseButtonDown(1) && examineMode)
             {
                 //Reset Object To Original Position
                 clickedObject.transform.position = originaPosition;
                 clickedObject.transform.eulerAngles = originalRotation;
 
                 //Unpause Game
                 Time.timeScale = 1;
                 Jogador.GetComponent<FirstPersonController>().enabled = true;
                 Efeitos.SetActive(false);
 
                 //Return To Normal State
                 examineMode = false;
             }
         }
     }
 }

The "void AjusteObjeto" part is where I try to establish these distance limits, but without success. Can someone help me, please? What can I do to establish a maximum and minimum limit that the object can approach the player?

inspecionado.png (489.2 kB)
aproximado.png (484.8 kB)
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