How to make limits stay the same even when changing sizes/resolutions?
This part of the script limits movement on x and y so the camera can't go outside of the game scene and it works on my 2d ortographic camera.
var pos = transform.position;
transform.position = new Vector2(
Mathf.Clamp(pos.x, xPanMax, xPanMin),
Mathf.Clamp(pos.y, yPanMax, yPanMin));
When I change the screen size the limits are all off and I have to readjust the numbers for it not to leave the games boundaries or being able to pan around the whole scene.
Is there any way to change this code so the limits stay the same even when changing sizes/resolutions?
unity3d camera
add a comment |
This part of the script limits movement on x and y so the camera can't go outside of the game scene and it works on my 2d ortographic camera.
var pos = transform.position;
transform.position = new Vector2(
Mathf.Clamp(pos.x, xPanMax, xPanMin),
Mathf.Clamp(pos.y, yPanMax, yPanMin));
When I change the screen size the limits are all off and I have to readjust the numbers for it not to leave the games boundaries or being able to pan around the whole scene.
Is there any way to change this code so the limits stay the same even when changing sizes/resolutions?
unity3d camera
add a comment |
This part of the script limits movement on x and y so the camera can't go outside of the game scene and it works on my 2d ortographic camera.
var pos = transform.position;
transform.position = new Vector2(
Mathf.Clamp(pos.x, xPanMax, xPanMin),
Mathf.Clamp(pos.y, yPanMax, yPanMin));
When I change the screen size the limits are all off and I have to readjust the numbers for it not to leave the games boundaries or being able to pan around the whole scene.
Is there any way to change this code so the limits stay the same even when changing sizes/resolutions?
unity3d camera
This part of the script limits movement on x and y so the camera can't go outside of the game scene and it works on my 2d ortographic camera.
var pos = transform.position;
transform.position = new Vector2(
Mathf.Clamp(pos.x, xPanMax, xPanMin),
Mathf.Clamp(pos.y, yPanMax, yPanMin));
When I change the screen size the limits are all off and I have to readjust the numbers for it not to leave the games boundaries or being able to pan around the whole scene.
Is there any way to change this code so the limits stay the same even when changing sizes/resolutions?
unity3d camera
unity3d camera
edited Nov 15 '18 at 18:28
Community♦
11
11
asked Nov 15 '18 at 11:17
Toni MarinoToni Marino
82
82
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add a comment |
1 Answer
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Yes, use Cinemachine. It has dynamic understanding of the frame and scene and view.
You can learn much more about it here:https://docs.unity3d.com/Packages/com.unity.cinemachine@2.1/manual/index.html
Cinemachine is a free addon package for 2018.1 and up.
Thanks for the answer, I looked cinemachine up, but the moment I add a cinemachine 2d camera, my script stops working until i disable the camera again. Any idea why this is happening?
– Toni Marino
Nov 15 '18 at 21:44
You'll have to rewrite your script to operate on vcams, the Cinemachine variation of cameras. It's not a straight plugin and go, you'll need to learn a bit about the ways Cinemachine works, and how it overcomes the (massive) limitations of the Unity camera. Well worth it, because you'll find all sorts of things you can do with Cinemachine that are really easy to do with it, because it's designed to be a camera system. It is, IMNSHO, the most essential thing to add into Unity.
– Confused
Nov 16 '18 at 1:45
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Yes, use Cinemachine. It has dynamic understanding of the frame and scene and view.
You can learn much more about it here:https://docs.unity3d.com/Packages/com.unity.cinemachine@2.1/manual/index.html
Cinemachine is a free addon package for 2018.1 and up.
Thanks for the answer, I looked cinemachine up, but the moment I add a cinemachine 2d camera, my script stops working until i disable the camera again. Any idea why this is happening?
– Toni Marino
Nov 15 '18 at 21:44
You'll have to rewrite your script to operate on vcams, the Cinemachine variation of cameras. It's not a straight plugin and go, you'll need to learn a bit about the ways Cinemachine works, and how it overcomes the (massive) limitations of the Unity camera. Well worth it, because you'll find all sorts of things you can do with Cinemachine that are really easy to do with it, because it's designed to be a camera system. It is, IMNSHO, the most essential thing to add into Unity.
– Confused
Nov 16 '18 at 1:45
add a comment |
Yes, use Cinemachine. It has dynamic understanding of the frame and scene and view.
You can learn much more about it here:https://docs.unity3d.com/Packages/com.unity.cinemachine@2.1/manual/index.html
Cinemachine is a free addon package for 2018.1 and up.
Thanks for the answer, I looked cinemachine up, but the moment I add a cinemachine 2d camera, my script stops working until i disable the camera again. Any idea why this is happening?
– Toni Marino
Nov 15 '18 at 21:44
You'll have to rewrite your script to operate on vcams, the Cinemachine variation of cameras. It's not a straight plugin and go, you'll need to learn a bit about the ways Cinemachine works, and how it overcomes the (massive) limitations of the Unity camera. Well worth it, because you'll find all sorts of things you can do with Cinemachine that are really easy to do with it, because it's designed to be a camera system. It is, IMNSHO, the most essential thing to add into Unity.
– Confused
Nov 16 '18 at 1:45
add a comment |
Yes, use Cinemachine. It has dynamic understanding of the frame and scene and view.
You can learn much more about it here:https://docs.unity3d.com/Packages/com.unity.cinemachine@2.1/manual/index.html
Cinemachine is a free addon package for 2018.1 and up.
Yes, use Cinemachine. It has dynamic understanding of the frame and scene and view.
You can learn much more about it here:https://docs.unity3d.com/Packages/com.unity.cinemachine@2.1/manual/index.html
Cinemachine is a free addon package for 2018.1 and up.
answered Nov 15 '18 at 13:54
ConfusedConfused
3,09741953
3,09741953
Thanks for the answer, I looked cinemachine up, but the moment I add a cinemachine 2d camera, my script stops working until i disable the camera again. Any idea why this is happening?
– Toni Marino
Nov 15 '18 at 21:44
You'll have to rewrite your script to operate on vcams, the Cinemachine variation of cameras. It's not a straight plugin and go, you'll need to learn a bit about the ways Cinemachine works, and how it overcomes the (massive) limitations of the Unity camera. Well worth it, because you'll find all sorts of things you can do with Cinemachine that are really easy to do with it, because it's designed to be a camera system. It is, IMNSHO, the most essential thing to add into Unity.
– Confused
Nov 16 '18 at 1:45
add a comment |
Thanks for the answer, I looked cinemachine up, but the moment I add a cinemachine 2d camera, my script stops working until i disable the camera again. Any idea why this is happening?
– Toni Marino
Nov 15 '18 at 21:44
You'll have to rewrite your script to operate on vcams, the Cinemachine variation of cameras. It's not a straight plugin and go, you'll need to learn a bit about the ways Cinemachine works, and how it overcomes the (massive) limitations of the Unity camera. Well worth it, because you'll find all sorts of things you can do with Cinemachine that are really easy to do with it, because it's designed to be a camera system. It is, IMNSHO, the most essential thing to add into Unity.
– Confused
Nov 16 '18 at 1:45
Thanks for the answer, I looked cinemachine up, but the moment I add a cinemachine 2d camera, my script stops working until i disable the camera again. Any idea why this is happening?
– Toni Marino
Nov 15 '18 at 21:44
Thanks for the answer, I looked cinemachine up, but the moment I add a cinemachine 2d camera, my script stops working until i disable the camera again. Any idea why this is happening?
– Toni Marino
Nov 15 '18 at 21:44
You'll have to rewrite your script to operate on vcams, the Cinemachine variation of cameras. It's not a straight plugin and go, you'll need to learn a bit about the ways Cinemachine works, and how it overcomes the (massive) limitations of the Unity camera. Well worth it, because you'll find all sorts of things you can do with Cinemachine that are really easy to do with it, because it's designed to be a camera system. It is, IMNSHO, the most essential thing to add into Unity.
– Confused
Nov 16 '18 at 1:45
You'll have to rewrite your script to operate on vcams, the Cinemachine variation of cameras. It's not a straight plugin and go, you'll need to learn a bit about the ways Cinemachine works, and how it overcomes the (massive) limitations of the Unity camera. Well worth it, because you'll find all sorts of things you can do with Cinemachine that are really easy to do with it, because it's designed to be a camera system. It is, IMNSHO, the most essential thing to add into Unity.
– Confused
Nov 16 '18 at 1:45
add a comment |
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