SmoothDamp with position clamp












2















I have a camera following a player using 'SmoothDamp' however I wish to stop the camera going out of bounds of the background sprite.



I can do this separately with the 'SmoothDamp' but not with 'Mathf.Clamp'.



transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref velocity, smoothTime);


or



bgBounds = GameObject.Find("Background").GetComponentInChildren<SpriteRenderer>();
bottomLeftLimit = bgBounds.sprite.bounds.min;
topRightLimit = bgBounds.sprite.bounds.max;

transform.position = new Vector3(Mathf.Clamp(transform.position.x, bottomLeftLimit.x, topRightLimit.x), Mathf.Clamp(transform.position.y, bottomLeftLimit.y, topRightLimit.y), transform.position.z);









share|improve this question

























  • Does it successfully keep the center point of the camera's view within the background's bounds? Also, are you using an orthographic camera?

    – Ruzihm
    Nov 27 '18 at 17:57













  • The first snippet of code is what I am using and the camera is going out of bounds. I am not using the second snippet but it is what I am trying to achieve.

    – Keith Power
    Nov 27 '18 at 18:03











  • Are you using an orthographic camera?

    – Ruzihm
    Nov 27 '18 at 18:04






  • 1





    Sorry yes, and it is a 2d top down game

    – Keith Power
    Nov 27 '18 at 18:05






  • 1





    Yes, I have bgBounds = GameObject.Find in the Start

    – Keith Power
    Nov 27 '18 at 19:33
















2















I have a camera following a player using 'SmoothDamp' however I wish to stop the camera going out of bounds of the background sprite.



I can do this separately with the 'SmoothDamp' but not with 'Mathf.Clamp'.



transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref velocity, smoothTime);


or



bgBounds = GameObject.Find("Background").GetComponentInChildren<SpriteRenderer>();
bottomLeftLimit = bgBounds.sprite.bounds.min;
topRightLimit = bgBounds.sprite.bounds.max;

transform.position = new Vector3(Mathf.Clamp(transform.position.x, bottomLeftLimit.x, topRightLimit.x), Mathf.Clamp(transform.position.y, bottomLeftLimit.y, topRightLimit.y), transform.position.z);









share|improve this question

























  • Does it successfully keep the center point of the camera's view within the background's bounds? Also, are you using an orthographic camera?

    – Ruzihm
    Nov 27 '18 at 17:57













  • The first snippet of code is what I am using and the camera is going out of bounds. I am not using the second snippet but it is what I am trying to achieve.

    – Keith Power
    Nov 27 '18 at 18:03











  • Are you using an orthographic camera?

    – Ruzihm
    Nov 27 '18 at 18:04






  • 1





    Sorry yes, and it is a 2d top down game

    – Keith Power
    Nov 27 '18 at 18:05






  • 1





    Yes, I have bgBounds = GameObject.Find in the Start

    – Keith Power
    Nov 27 '18 at 19:33














2












2








2








I have a camera following a player using 'SmoothDamp' however I wish to stop the camera going out of bounds of the background sprite.



I can do this separately with the 'SmoothDamp' but not with 'Mathf.Clamp'.



transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref velocity, smoothTime);


or



bgBounds = GameObject.Find("Background").GetComponentInChildren<SpriteRenderer>();
bottomLeftLimit = bgBounds.sprite.bounds.min;
topRightLimit = bgBounds.sprite.bounds.max;

transform.position = new Vector3(Mathf.Clamp(transform.position.x, bottomLeftLimit.x, topRightLimit.x), Mathf.Clamp(transform.position.y, bottomLeftLimit.y, topRightLimit.y), transform.position.z);









share|improve this question
















I have a camera following a player using 'SmoothDamp' however I wish to stop the camera going out of bounds of the background sprite.



I can do this separately with the 'SmoothDamp' but not with 'Mathf.Clamp'.



transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref velocity, smoothTime);


or



bgBounds = GameObject.Find("Background").GetComponentInChildren<SpriteRenderer>();
bottomLeftLimit = bgBounds.sprite.bounds.min;
topRightLimit = bgBounds.sprite.bounds.max;

transform.position = new Vector3(Mathf.Clamp(transform.position.x, bottomLeftLimit.x, topRightLimit.x), Mathf.Clamp(transform.position.y, bottomLeftLimit.y, topRightLimit.y), transform.position.z);






c# unity3d






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 27 '18 at 18:17









Programmer

77.7k1089158




77.7k1089158










asked Nov 27 '18 at 17:50









Keith PowerKeith Power

5,181164896




5,181164896













  • Does it successfully keep the center point of the camera's view within the background's bounds? Also, are you using an orthographic camera?

    – Ruzihm
    Nov 27 '18 at 17:57













  • The first snippet of code is what I am using and the camera is going out of bounds. I am not using the second snippet but it is what I am trying to achieve.

    – Keith Power
    Nov 27 '18 at 18:03











  • Are you using an orthographic camera?

    – Ruzihm
    Nov 27 '18 at 18:04






  • 1





    Sorry yes, and it is a 2d top down game

    – Keith Power
    Nov 27 '18 at 18:05






  • 1





    Yes, I have bgBounds = GameObject.Find in the Start

    – Keith Power
    Nov 27 '18 at 19:33



















  • Does it successfully keep the center point of the camera's view within the background's bounds? Also, are you using an orthographic camera?

    – Ruzihm
    Nov 27 '18 at 17:57













  • The first snippet of code is what I am using and the camera is going out of bounds. I am not using the second snippet but it is what I am trying to achieve.

    – Keith Power
    Nov 27 '18 at 18:03











  • Are you using an orthographic camera?

    – Ruzihm
    Nov 27 '18 at 18:04






  • 1





    Sorry yes, and it is a 2d top down game

    – Keith Power
    Nov 27 '18 at 18:05






  • 1





    Yes, I have bgBounds = GameObject.Find in the Start

    – Keith Power
    Nov 27 '18 at 19:33

















Does it successfully keep the center point of the camera's view within the background's bounds? Also, are you using an orthographic camera?

– Ruzihm
Nov 27 '18 at 17:57







Does it successfully keep the center point of the camera's view within the background's bounds? Also, are you using an orthographic camera?

– Ruzihm
Nov 27 '18 at 17:57















The first snippet of code is what I am using and the camera is going out of bounds. I am not using the second snippet but it is what I am trying to achieve.

– Keith Power
Nov 27 '18 at 18:03





The first snippet of code is what I am using and the camera is going out of bounds. I am not using the second snippet but it is what I am trying to achieve.

– Keith Power
Nov 27 '18 at 18:03













Are you using an orthographic camera?

– Ruzihm
Nov 27 '18 at 18:04





Are you using an orthographic camera?

– Ruzihm
Nov 27 '18 at 18:04




1




1





Sorry yes, and it is a 2d top down game

– Keith Power
Nov 27 '18 at 18:05





Sorry yes, and it is a 2d top down game

– Keith Power
Nov 27 '18 at 18:05




1




1





Yes, I have bgBounds = GameObject.Find in the Start

– Keith Power
Nov 27 '18 at 19:33





Yes, I have bgBounds = GameObject.Find in the Start

– Keith Power
Nov 27 '18 at 19:33












1 Answer
1






active

oldest

votes


















2














In order to ensure that the boundaries of an orthographic camera don't leave a Bounds you need to include the extents of the camera's view as padding to your clamps.



You can use camera.orthographicSize and camera.aspect to get the extents of the camera's view.



// Clamp the target position to be within the boundaries

float cameraVertExtent = camera.orthographicSize;
float cameraHorizExtent = camera.orthographicSize * camera.aspect;

Vector3 clampedTargetPos = new Vector3(
Mathf.Clamp(targetPos.x, bottomLeftLimit.x+cameraHorizExtent, topRightLimit.x-cameraHorizExtent),
Mathf.Clamp(targetPos.y, bottomLeftLimit.y+cameraVertExtent, topRightLimit.y-cameraVertExtent),
transform.position.z
);

// SmoothDamp to the clamped target position.
transform.position = Vector3.SmoothDamp(transform.position, clampedTargetPos, ref velocity, smoothTime);


If you weren't using an orthographic camera, you would need to find where the edges of the camera's view intersect with the background, and solve for the necessary padding from there.






share|improve this answer


























  • thank you, this makes sense. However when I go to the top of the screen for example the camera moves to the bottom of the screen rather then just stopping. When I move player down again the camera moves up to meet the player

    – Keith Power
    Nov 27 '18 at 18:24











  • I did have to change the camera.orthographicSize to getComponent<Camera>(). orthographicSize

    – Keith Power
    Nov 27 '18 at 18:27






  • 1





    If you're calling this code on every frame, you should add a private Camera camera property to the class and put camera = getComponent<Camera>(); in Start so that you don't have to call GetComponent on every frame. it is an expensive operation

    – Ruzihm
    Nov 27 '18 at 18:33











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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









2














In order to ensure that the boundaries of an orthographic camera don't leave a Bounds you need to include the extents of the camera's view as padding to your clamps.



You can use camera.orthographicSize and camera.aspect to get the extents of the camera's view.



// Clamp the target position to be within the boundaries

float cameraVertExtent = camera.orthographicSize;
float cameraHorizExtent = camera.orthographicSize * camera.aspect;

Vector3 clampedTargetPos = new Vector3(
Mathf.Clamp(targetPos.x, bottomLeftLimit.x+cameraHorizExtent, topRightLimit.x-cameraHorizExtent),
Mathf.Clamp(targetPos.y, bottomLeftLimit.y+cameraVertExtent, topRightLimit.y-cameraVertExtent),
transform.position.z
);

// SmoothDamp to the clamped target position.
transform.position = Vector3.SmoothDamp(transform.position, clampedTargetPos, ref velocity, smoothTime);


If you weren't using an orthographic camera, you would need to find where the edges of the camera's view intersect with the background, and solve for the necessary padding from there.






share|improve this answer


























  • thank you, this makes sense. However when I go to the top of the screen for example the camera moves to the bottom of the screen rather then just stopping. When I move player down again the camera moves up to meet the player

    – Keith Power
    Nov 27 '18 at 18:24











  • I did have to change the camera.orthographicSize to getComponent<Camera>(). orthographicSize

    – Keith Power
    Nov 27 '18 at 18:27






  • 1





    If you're calling this code on every frame, you should add a private Camera camera property to the class and put camera = getComponent<Camera>(); in Start so that you don't have to call GetComponent on every frame. it is an expensive operation

    – Ruzihm
    Nov 27 '18 at 18:33
















2














In order to ensure that the boundaries of an orthographic camera don't leave a Bounds you need to include the extents of the camera's view as padding to your clamps.



You can use camera.orthographicSize and camera.aspect to get the extents of the camera's view.



// Clamp the target position to be within the boundaries

float cameraVertExtent = camera.orthographicSize;
float cameraHorizExtent = camera.orthographicSize * camera.aspect;

Vector3 clampedTargetPos = new Vector3(
Mathf.Clamp(targetPos.x, bottomLeftLimit.x+cameraHorizExtent, topRightLimit.x-cameraHorizExtent),
Mathf.Clamp(targetPos.y, bottomLeftLimit.y+cameraVertExtent, topRightLimit.y-cameraVertExtent),
transform.position.z
);

// SmoothDamp to the clamped target position.
transform.position = Vector3.SmoothDamp(transform.position, clampedTargetPos, ref velocity, smoothTime);


If you weren't using an orthographic camera, you would need to find where the edges of the camera's view intersect with the background, and solve for the necessary padding from there.






share|improve this answer


























  • thank you, this makes sense. However when I go to the top of the screen for example the camera moves to the bottom of the screen rather then just stopping. When I move player down again the camera moves up to meet the player

    – Keith Power
    Nov 27 '18 at 18:24











  • I did have to change the camera.orthographicSize to getComponent<Camera>(). orthographicSize

    – Keith Power
    Nov 27 '18 at 18:27






  • 1





    If you're calling this code on every frame, you should add a private Camera camera property to the class and put camera = getComponent<Camera>(); in Start so that you don't have to call GetComponent on every frame. it is an expensive operation

    – Ruzihm
    Nov 27 '18 at 18:33














2












2








2







In order to ensure that the boundaries of an orthographic camera don't leave a Bounds you need to include the extents of the camera's view as padding to your clamps.



You can use camera.orthographicSize and camera.aspect to get the extents of the camera's view.



// Clamp the target position to be within the boundaries

float cameraVertExtent = camera.orthographicSize;
float cameraHorizExtent = camera.orthographicSize * camera.aspect;

Vector3 clampedTargetPos = new Vector3(
Mathf.Clamp(targetPos.x, bottomLeftLimit.x+cameraHorizExtent, topRightLimit.x-cameraHorizExtent),
Mathf.Clamp(targetPos.y, bottomLeftLimit.y+cameraVertExtent, topRightLimit.y-cameraVertExtent),
transform.position.z
);

// SmoothDamp to the clamped target position.
transform.position = Vector3.SmoothDamp(transform.position, clampedTargetPos, ref velocity, smoothTime);


If you weren't using an orthographic camera, you would need to find where the edges of the camera's view intersect with the background, and solve for the necessary padding from there.






share|improve this answer















In order to ensure that the boundaries of an orthographic camera don't leave a Bounds you need to include the extents of the camera's view as padding to your clamps.



You can use camera.orthographicSize and camera.aspect to get the extents of the camera's view.



// Clamp the target position to be within the boundaries

float cameraVertExtent = camera.orthographicSize;
float cameraHorizExtent = camera.orthographicSize * camera.aspect;

Vector3 clampedTargetPos = new Vector3(
Mathf.Clamp(targetPos.x, bottomLeftLimit.x+cameraHorizExtent, topRightLimit.x-cameraHorizExtent),
Mathf.Clamp(targetPos.y, bottomLeftLimit.y+cameraVertExtent, topRightLimit.y-cameraVertExtent),
transform.position.z
);

// SmoothDamp to the clamped target position.
transform.position = Vector3.SmoothDamp(transform.position, clampedTargetPos, ref velocity, smoothTime);


If you weren't using an orthographic camera, you would need to find where the edges of the camera's view intersect with the background, and solve for the necessary padding from there.







share|improve this answer














share|improve this answer



share|improve this answer








edited Nov 27 '18 at 21:20

























answered Nov 27 '18 at 18:07









RuzihmRuzihm

3,71611627




3,71611627













  • thank you, this makes sense. However when I go to the top of the screen for example the camera moves to the bottom of the screen rather then just stopping. When I move player down again the camera moves up to meet the player

    – Keith Power
    Nov 27 '18 at 18:24











  • I did have to change the camera.orthographicSize to getComponent<Camera>(). orthographicSize

    – Keith Power
    Nov 27 '18 at 18:27






  • 1





    If you're calling this code on every frame, you should add a private Camera camera property to the class and put camera = getComponent<Camera>(); in Start so that you don't have to call GetComponent on every frame. it is an expensive operation

    – Ruzihm
    Nov 27 '18 at 18:33



















  • thank you, this makes sense. However when I go to the top of the screen for example the camera moves to the bottom of the screen rather then just stopping. When I move player down again the camera moves up to meet the player

    – Keith Power
    Nov 27 '18 at 18:24











  • I did have to change the camera.orthographicSize to getComponent<Camera>(). orthographicSize

    – Keith Power
    Nov 27 '18 at 18:27






  • 1





    If you're calling this code on every frame, you should add a private Camera camera property to the class and put camera = getComponent<Camera>(); in Start so that you don't have to call GetComponent on every frame. it is an expensive operation

    – Ruzihm
    Nov 27 '18 at 18:33

















thank you, this makes sense. However when I go to the top of the screen for example the camera moves to the bottom of the screen rather then just stopping. When I move player down again the camera moves up to meet the player

– Keith Power
Nov 27 '18 at 18:24





thank you, this makes sense. However when I go to the top of the screen for example the camera moves to the bottom of the screen rather then just stopping. When I move player down again the camera moves up to meet the player

– Keith Power
Nov 27 '18 at 18:24













I did have to change the camera.orthographicSize to getComponent<Camera>(). orthographicSize

– Keith Power
Nov 27 '18 at 18:27





I did have to change the camera.orthographicSize to getComponent<Camera>(). orthographicSize

– Keith Power
Nov 27 '18 at 18:27




1




1





If you're calling this code on every frame, you should add a private Camera camera property to the class and put camera = getComponent<Camera>(); in Start so that you don't have to call GetComponent on every frame. it is an expensive operation

– Ruzihm
Nov 27 '18 at 18:33





If you're calling this code on every frame, you should add a private Camera camera property to the class and put camera = getComponent<Camera>(); in Start so that you don't have to call GetComponent on every frame. it is an expensive operation

– Ruzihm
Nov 27 '18 at 18:33




















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