Hello,
I found a really cool character controller. It has the same concept as the source engine does. However, I have an issue that when I move, the camera leaves the bounds of the collider resulting in the player being able to look through the walls. The most I could accomplish is to make the character keep it’s horizontal position like in Wolfenstein3D, however, I want to keep more movement for the player.
Can anyone advise me what values can I edit to prevent the camera from leaving the collider bounds, or at least how could I lock the position of the camera while still letting the player to look around in the collider box bounds?

using UnityEngine;
public class PlayerAiming : MonoBehaviour
{
[Header("References")]
public Transform bodyTransform;
[Header("Sensitivity")]
public float sensitivityMultiplier = 1f;
public float horizontalSensitivity = 1f;
public float verticalSensitivity = 1f;
[Header("Restrictions")]
public float minYRotation = -90f;
public float maxYRotation = 90f;
//The real rotation of the camera without recoil
private Vector3 real_rotation;
[Header("Aimpunch")]
[Tooltip("bigger number makes the response more damped, smaller is less damped, currently the system will overshoot, with larger damping values it won't")]
public float punchDamping = 9.0f;
[Tooltip("bigger number increases the speed at which the view corrects")]
public float punchSpringConstant = 65.0f;
[HideInInspector]
public Vector2 punchAngle;
[HideInInspector]
public Vector2 punchAngleVel;
private void Start()
{
// Lock the mouse
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
// Fix pausing
if (Mathf.Abs(Time.timeScale) <= 0)
return;
DecayPunchAngle();
// Input
float x_movement = Input.GetAxisRaw("Mouse X") * horizontalSensitivity * sensitivityMultiplier;
float y_movement = -Input.GetAxisRaw("Mouse Y") * verticalSensitivity * sensitivityMultiplier;
// Calculate real rotation from input
real_rotation = new Vector3(Mathf.Clamp(real_rotation.x + y_movement, minYRotation, maxYRotation), real_rotation.y + x_movement, real_rotation.z);
real_rotation.z = Mathf.Lerp(real_rotation.z, 0f, Time.deltaTime * 3f);
//Apply real rotation to body
bodyTransform.eulerAngles = Vector3.Scale(real_rotation, new Vector3(0f, 1f, 0f));
var aim_transform = transform;
//Apply real rotation to aim
aim_transform.eulerAngles = real_rotation;
//Apply recoil
{
//If you want the recoil to be purely visual, move it into LateUpdate
var camera_rotation = aim_transform;
Vector3 camera_euler_punch_applied = camera_rotation.eulerAngles;
camera_euler_punch_applied.x += punchAngle.x;
camera_euler_punch_applied.y += punchAngle.y;
camera_rotation.eulerAngles = camera_euler_punch_applied;
}
}
public void ViewPunch(Vector2 punch_amount)
{
//Remove previous recoil
punchAngle = Vector2.zero;
//Recoil go up
punchAngleVel -= punch_amount * 20;
}
private void DecayPunchAngle()
{
if (punchAngle.sqrMagnitude > 0.001 || punchAngleVel.sqrMagnitude > 0.001)
{
punchAngle += punchAngleVel * Time.deltaTime;
float damping = 1 - (punchDamping * Time.deltaTime);
if (damping < 0)
damping = 0;
punchAngleVel *= damping;
float spring_force_magnitude = punchSpringConstant * Time.deltaTime;
punchAngleVel -= punchAngle * spring_force_magnitude;
}
else
{
punchAngle = Vector2.zero;
punchAngleVel = Vector2.zero;
}
}
}