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Question by shygeek · Aug 13, 2013 at 10:25 AM · imagezoomswipe

Fix image crop on zoom

My images are getting cropped when I'm tring to zoom them.Below is my code.Help will be appreciated.Thank you

Image zoom using UnityEngine; using System.Collections;

 public class TrialUnity : MonoBehaviour 
 {
     public int speed = 4;
     public Camera selectedCamera;
     public float MINSCALE = 2.0F;
     public float MAXSCALE = 5.0F;
     public float minPinchSpeed = 5.0F;
     public float varianceInDistances = 5.0F;
     private float touchDelta = 0.0F;
     private Vector2 prevDist = new Vector2(0,0);
     private Vector2 curDist = new Vector2(0,0);
     private float speedTouch0 = 0.0F;
     private float speedTouch1 = 0.0F;
  
     // Use this for initialization
     void Start () 
     {
  
     }
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       
     // Update is called once per frame
     void Update () 
     {
  
        if (Input.touchCount == 2 && Input.GetTouch(0).phase == TouchPhase.Moved && Input.GetTouch(1).phase == TouchPhase.Moved) 
        {
  
          curDist = Input.GetTouch(0).position - Input.GetTouch(1).position; //current distance between finger touches
          prevDist = ((Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition) - (Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition)); //difference in previous locations using delta positions
          touchDelta = curDist.magnitude - prevDist.magnitude;
          speedTouch0 = Input.GetTouch(0).deltaPosition.magnitude / Input.GetTouch(0).deltaTime;
          speedTouch1 = Input.GetTouch(1).deltaPosition.magnitude / Input.GetTouch(1).deltaTime;
  
  
          if ((touchDelta + varianceInDistances <= 1) && (speedTouch0 > minPinchSpeed) && (speedTouch1 > minPinchSpeed))
          {
  
           selectedCamera.fieldOfView = Mathf.Clamp(selectedCamera.fieldOfView + (1 * speed),15,90);
          }
  
          if ((touchDelta +varianceInDistances > 1) && (speedTouch0 > minPinchSpeed) && (speedTouch1 > minPinchSpeed))
          {
  
           selectedCamera.fieldOfView = Mathf.Clamp(selectedCamera.fieldOfView - (1 * speed),15,90);
          }
  
        }     
     }
  
 }
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