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Question by galaboy · Nov 24, 2013 at 07:19 AM · mathf.clamp

mathf.clamp is not working

i wrote a script for clamping the xvalues but when i run the script the clamp is ignored. can anyone explain why.

 using UnityEngine;
 using System.Collections;
 
 public class player_movement : MonoBehaviour {
 
     public float speed = 2; 
     private float xLeftLimit = -1.642209f;
     private float xRightLimit = 1.626122f;
     
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     float amtToMoveXdir = Input.GetAxis("Horizontal") * speed * Time.deltaTime;
     float amtToMoveXdirClamp = Mathf.Clamp(amtToMoveXdir, xLeftLimit, xRightLimit);
     transform.Translate(Vector3.right * amtToMoveXdirClamp);
     
     float amtToMoveZdir = Input.GetAxis("Vertical") * speed * Time.deltaTime;
     transform.Translate(Vector3.forward * amtToMoveZdir);
     
     //float XmovementClamp = Mathf.Clamp(amtToMoveXdir, xLeftLimit, xRightLimit);
     
     }
 }
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avatar image Moor · Nov 24, 2013 at 07:25 AM 0
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i think it should work, check the clamp rang higher

avatar image galaboy · Nov 24, 2013 at 07:31 AM 0
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no it is moving out of the range.

avatar image galaboy · Nov 24, 2013 at 08:09 AM 0
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thanks moor and alucardj for the help.

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Answer by AlucardJay · Nov 24, 2013 at 07:54 AM

The Clamp is working, you are never reaching the min and max clamp values. For example :

 axis * speed * deltaTime is approximately
 1.0 * 2 * 0.02 = 0.04

No way will amtToMoveXdir ever be above or below 1 or -1, let alone 1.6

You can check this as advised by @Moor with a Debug :

 Debug.Log( "amtToMoveXdir = " + amtToMoveXdir  + " : amtToMoveXdirClamp = " + amtToMoveXdirClamp );

Add this line after your calculations (line 20)

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Answer by Skibur · Nov 24, 2013 at 08:26 AM

Try adding a Debug.log(amtToMoveXdirClamp); and see what's the value after the clamp.

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