Paddle and screen width collision?

Hi. I want to know how to have a simple collision between the screen and my paddle. I am making a simple pong game. I dont want to use extra cube to put on each side of the screen. I mean just like in any other open source engine like xna.

It should be something like this

if(paddle.position.x > Screen.width){
// collision detected
}

Usually thats how it is made in xna because the origin is on the top left. In unity though im not sure. origin is on center now when i tried to track my x position compared to screen width its shows something like this

and this is my code

	void Update () {
		if(Input.GetKey(KeyCode.D)){
			this.transform.Translate(new Vector2(2,0f) * Time.deltaTime);
			Debug.Log("paddle position X:  " + this.transform.position.x + ",   Screen width:  " + Screen.width / 2);
			if(this.transform.position.x > Screen.width / 2){

			}
		}
	}

I even divide it by 4 since it starts at center but still the width is far greater even though the paddle reach the end of the screen width.

I havent added the paddle width yet but it should be close enough.

So ah can someone help me about here? the most basic simple collision thing?

If you’re using physics then you should never use transform.translate ! Instead use addForce or Velocity. Otherwise you will have problems with collision detection. Furthermore, I highly advise you to put objects on the sides of the screen for the paddle to collide with and thus stop at. This is way better from a performance perspective than you trying to detect the location of the paddle at every update several times per second.

I see… Thank you