I’m working on a 2D Android-based game, using a orthographic camera. I know this question has been asked before, but I’m trying to find a specific solution.
My problem is factoring in the various aspect ratios available to Android into the clamp, which I have thus far not been successful at doing. I know it’s possible - games like Bad Piggies achieve it under Unity, with maps larger then the view port but keeping the camera clamped to an area within the map.
leftOffset = 0 + (camera.pixelWidth / 2);
rightOffset = 215;
void LateUpdate()
{
Vector3 pos = transform.position;
pos.x = Mathf.Clamp(pos.x, leftOffset, rightOffset);
transform.position = pos;
}
This is what I have so far… needless to say, whenever I factor in the screen-based offset and not just one number… it freaks out. What am I doing wrong? I’ve tried asking in Answers, and no one seemed to understand what I was attempting to do.
Small Update: Figured out PART of the problem. Clamping by width or pixelWidth produces too large of a value.
The stage holds an x-width of 0 - 215
Clamping a basic Landscape view of 800… produces 400, which forces the camera far out past the stage.