I am creating a game which has up to 4 orthographic cameras (for up to 4 players), which take up various amounts of the screen, depending on the amount of players.
I have a script which controls all the cameras, setting their position relative to the players they are watching.
What I want to achieve is a simple overhead-runner style of movement, whereby the camera will follow the player, but not go outside the bounds of the map.
I have managed to get the boundaries working in the top-left camera, when the cameras are 'square' (as in the 4-player layout). However, the other cameras don't track properly at all, and in the rectangular 2-player mode, the top camera still goes too far left-and right. I'm pretty sure I know exactly which line of code is causing the problem... but I don't know what I need to do to fix it...
SpriteRenderer spriteBounds = GameObject.Find("Map").GetComponentInChildren<SpriteRenderer>();
float leftBound =0;
float rightBound =0;
float bottomBound =0;
float topBound = 0;
if((trackPlayer1 == null))
{
camPlayer1.transform.position = this.transform.position;
}
else
{
float vertExtent = camPlayer1.orthographicSize;
float horzExtent = vertExtent * Screen.width / Screen.height; //I guess the problem is here... but how do I fix this??
leftBound = (float)(horzExtent - spriteBounds.sprite.bounds.size.x / 2.0f);
rightBound = (float)(spriteBounds.sprite.bounds.size.x / 2.0f - horzExtent);
bottomBound = (float)(vertExtent - spriteBounds.sprite.bounds.size.y / 2.0f);
topBound = (float)(spriteBounds.sprite.bounds.size.y / 2.0f - vertExtent);
camPlayer1.transform.position = new Vector3(Mathf.Clamp(trackPlayer1.transform.position.x, leftBound, rightBound), Mathf.Clamp(trackPlayer1.transform.position.y, bottomBound, topBound), camPlayer1.transform.position.z);
}
if((trackPlayer2 == null))
{
camPlayer2.transform.position = this.transform.position;
}
else
{
float vertExtent = camPlayer2.orthographicSize ;
float horzExtent = vertExtent * Screen.width / Screen.height; //I guess the problem is here... but how do I fix this??
leftBound = (float)(horzExtent - spriteBounds.sprite.bounds.size.x / 2.0f);
rightBound = (float)(spriteBounds.sprite.bounds.size.x / 2.0f - horzExtent);
bottomBound = (float)(vertExtent - spriteBounds.sprite.bounds.size.y / 2.0f);
topBound = (float)(spriteBounds.sprite.bounds.size.y / 2.0f - vertExtent);
camPlayer2.transform.position = new Vector3(Mathf.Clamp(trackPlayer2.transform.position.x, leftBound, rightBound), Mathf.Clamp(trackPlayer2.transform.position.y, topBound, bottomBound), camPlayer2.transform.position.z);
}
if((trackPlayer3 == null))
{
camPlayer3.transform.position = this.transform.position;
}
else
{
float vertExtent = camPlayer3.orthographicSize;
float horzExtent = vertExtent * Screen.width / Screen.height; //I guess the problem is here... but how do I fix this??
leftBound = (float)(horzExtent - spriteBounds.sprite.bounds.size.x / 2.0f);
rightBound = (float)(spriteBounds.sprite.bounds.size.x / 2.0f - horzExtent);
bottomBound = (float)(vertExtent - spriteBounds.sprite.bounds.size.y / 2.0f);
topBound = (float)(spriteBounds.sprite.bounds.size.y / 2.0f - vertExtent);
camPlayer3.transform.position = new Vector3(Mathf.Clamp(trackPlayer3.transform.position.x, leftBound, rightBound), Mathf.Clamp(trackPlayer3.transform.position.y, topBound, bottomBound), camPlayer3.transform.position.z);
}
if((trackPlayer4 == null))
{
camPlayer4.transform.position = this.transform.position;
}
else
{
float vertExtent = camPlayer4.orthographicSize;
float horzExtent = vertExtent * Screen.width / Screen.height; //I guess the problem is here... but how do I fix this??
leftBound = (float)(horzExtent - spriteBounds.sprite.bounds.size.x / 2.0f);
rightBound = (float)(spriteBounds.sprite.bounds.size.x / 2.0f - horzExtent);
bottomBound = (float)(vertExtent - spriteBounds.sprite.bounds.size.y / 2.0f);
topBound = (float)(spriteBounds.sprite.bounds.size.y / 2.0f - vertExtent);
camPlayer4.transform.position = new Vector3(Mathf.Clamp(trackPlayer4.transform.position.x, leftBound, rightBound), Mathf.Clamp(trackPlayer4.transform.position.y, topBound, bottomBound), camPlayer4.transform.position.z);
}
So I'm pretty sure that I need to be checking against the cameras size and relative position on the screen, but I am lost as to exactly what I need to be doing.
(edit)
Script explanation:
The script is a global script attached to the main camera object, which is never seen by the player
The four player cams (camPlayer1 - camPlayer4) are public variables and assigned to the script in the designer
trackPlayer1-trackPlayer4 are public gameobjects, which are assigned in the designer - they are assigned to the player objects
Player tracking works on all cams... for example if I change camPlayer2.transform.position = new Vector3(Mathf.Clamp(trackPlayer2.transform.position.x, leftBound, rightBound), Mathf.Clamp(trackPlayer2.transform.position.y, topBound, bottomBound), camPlayer2.transform.position.z); to camPlayer2.transform.position = trackPlayer2.transform.position;, the code has the expected effect, the camera follows the player. It is only the clamping to the bounds of the map that I am having issues with
The camera's orthographic sizes are set to 2
code which positions the cameras on screen at startup:
switch (playerCount)
{
case 1:
camPlayer1.enabled = true;
camPlayer2.enabled = false;
camPlayer3.enabled = false;
camPlayer4.enabled = false;
camPlayer1.rect = new Rect(0, 0, 1, 1);
camPlayer1.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer2.rect = new Rect(0, 0, 0, 0);
camPlayer2.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer3.rect = new Rect(0, 0, 0, 0);
camPlayer3.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer4.rect = new Rect(0, 0, 0, 0);
camPlayer4.orthographicSize = CamManager.CAMERA_SIZE;
break;
case 2:
camPlayer1.enabled = true;
camPlayer2.enabled = true;
camPlayer3.enabled = false;
camPlayer4.enabled = false;
camPlayer1.rect = new Rect(0, 0.5f, 0.7f, 0.5f);
camPlayer1.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer2.rect = new Rect(0.3f, 0, 0.7f, 0.5f);
camPlayer2.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer3.rect = new Rect(0, 0, 0, 0);
camPlayer3.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer4.rect = new Rect(0, 0, 0, 0);
camPlayer4.orthographicSize = CamManager.CAMERA_SIZE;
Destroy(play3);
Destroy(play4);
break;
case 3:
camPlayer1.enabled = true;
camPlayer2.enabled = true;
camPlayer3.enabled = true;
camPlayer4.enabled = false;
camPlayer1.rect = new Rect(0, 0.5f, 0.5f, 0.5f);
camPlayer1.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer2.rect = new Rect(0.5f, 0.5f, 0.5f, 0.5f);
camPlayer2.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer3.rect = new Rect(0.25f, 0, 0.5f, 0.5f);
camPlayer3.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer4.rect = new Rect(0, 0, 0, 0);
camPlayer4.orthographicSize = CamManager.CAMERA_SIZE;
Destroy(play4);
break;
case 4:
camPlayer1.enabled = true;
camPlayer2.enabled = true;
camPlayer3.enabled = true;
camPlayer4.enabled = true;
camPlayer1.rect = new Rect(0, 0.5f, 0.5f, 0.5f);
camPlayer1.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer2.rect = new Rect(0.5f, 0.5f, 0.5f, 0.5f);
camPlayer2.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer3.rect = new Rect(0, 0, 0.5f, 0.5f);
camPlayer3.orthographicSize = CamManager.CAMERA_SIZE;
camPlayer4.rect = new Rect(0.5f, 0, 0.5f, 0.5f);
camPlayer4.orthographicSize = CamManager.CAMERA_SIZE;
break;
}
}
edit, so I can get the first camera to tract regardless of shape (so in 2-player mode, with a rectangular camera, the player-1 cam will respect the boundaries of the map) with the code below. I'm guessing then that I need to apply some offsets to the leftBound, rightBound, topBound and bottomBound dependent on the rects of the other cams. How to establish and calculate these I have no idea
if((trackPlayer1 == null))
{
camPlayer1.transform.position = this.transform.position;
}
else
{
float vertExtent = camPlayer1.orthographicSize;
float horzExtent = vertExtent * (Screen.width * (camPlayer1.rect.width * 2)) / Screen.height; //I guess the problem is here... but how do I fix this??
There are several issues with your calculations. I guess it's just luck that it works for some situations. While your general idea is correct, you're calculating with the wrong properties. Basically you need to understand the aspect ratio of the cameras, the bounding box of your map and how a camera should behave at the borders.
We need the aspect ratio of the camera to calculate its width or extent.
As you can see in the picture, Screen.width and Screen.height are referring to the game's window or the monitor resolution in case you're running the game fullscreen. You can also see that the cameras may have a different aspect ratio when compared to the game window. The good news is that Unity provides a property to get the camera's aspect ratio.
float camVertExtent = cam.orthograpicSize;
float camHorzExtent = cam.aspect * camVertExtent;
Now that we have the camera's extents, let's take a look at your map and its bounding box.
You tried calculating with bounds.size, but as you can see bounds.size.x is the width of the bounding box. Using the size will only work if your map's bottom-left starts at (0,0) in world space. A better approach is to use bounds.min and bounds.max which already return coordinates in world space.
Your ultimate goal is that the camera should stay within the bounds of the map, i.e., its position is restricted by the following four conditions:
(cam.transform.position.x - camHorzExtent) >= bounds.min.x // left
(cam.transform.position.x + camHorzExtent) <= bounds.max.x // right
(cam.transform.position.y - camVertExtent) >= bounds.min.y // bottom
(cam.transform.position.y + camVertExtent) <= bounds.max.y // top
Now you only need to take the player position and limit the camera to these conditions:
float leftBound = bounds.min.x + camHorzExtent;
float rightBound = bounds.max.x - camHorzExtent;
float bottomBound = bounds.min.y + camVertExtent;
float topBound = bounds.max.y - camVertExtent;
float camX = Mathf.Clamp(player.transform.position.x, leftBound, rightBound);
float camY = Mathf.Clamp(player.transform.position.y, bottomBound, topBound);
cam.transform.position = new Vector3(camX, camY, cam.transform.position.z);
If all cameras have the same size and aspect ratio, you can use the same bounds for all player cameras and only calculate camX and camY for each player.
I'd like to suggest you another approach for your problem.
Is it possible to you to add high colliders at the border of your map, and a collider for the camera? You can then make the camera follow the player (use physics!), and when the player reaches a boundary, the camera won't go over, because of the collider.
Then, you can easily split the screen knowing how many players you have.
One player? --> all screen size
Two players? --> camera 1 ends ad screen height / 2, camera 2 starts at screen heigth /2 +1
and so on
Hi everyone for some people that need the complete code for work into game object with many childrens sprites into Empty Gameobject like:
Background
--mountains1(sprite)
--mountains2(sprite)
--mountains3(sprite)
This Code will be loop into Background object and take the bound of all childrens sprites :D, I make a Frankestein code hahhaa thanks to #Stefan Hoffmann explanation. I hope this will be helpful to others, Sorry for my bad English :(
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
private float rightBound;
private float leftBound;
private float topBound;
private float bottomBound;
private Vector3 pos;
private Transform target;
private Camera cam;
private Bounds bounds;
// Use this for initialization
void Start()
{
target = GameObject.FindWithTag("Player").transform;
foreach (SpriteRenderer spriteBounds in GameObject.Find("Background").GetComponentsInChildren<SpriteRenderer>())
{
bounds.Encapsulate(spriteBounds.bounds);
}
cam = this.gameObject.GetComponent<Camera>();
float camVertExtent = cam.orthographicSize;
float camHorzExtent = cam.aspect * camVertExtent;
Debug.Log(camVertExtent);
Debug.Log(camHorzExtent);
Debug.Log(cam.aspect);
Debug.Log(cam.orthographicSize);
leftBound = bounds.min.x + camHorzExtent;
rightBound = bounds.max.x - camHorzExtent;
bottomBound = bounds.min.y + camVertExtent;
topBound = bounds.max.y - camVertExtent;
Debug.Log("leftBound=" + leftBound);
Debug.Log("rightBound=" + rightBound);
Debug.Log("bottomBound=" + bottomBound);
Debug.Log("topBound=" + topBound);
}
// Update is called once per frame
void Update()
{
float camX = Mathf.Clamp(target.transform.position.x, leftBound, rightBound);
float camY = Mathf.Clamp(target.transform.position.y, bottomBound, topBound);
cam.transform.position = new Vector3(camX, camY, cam.transform.position.z);
}
}
You should use this this simple yet useful unity 2d camera follow script
also available on github.
https://gist.github.com/unity3diy/5aa0b098cb06b3ccbe47
using UnityEngine;
using System.Collections;
public class FollowCamera : MonoBehaviour {
public float interpVelocity;
public float minDistance;
public float followDistance;
public GameObject target;
public Vector3 offset;
Vector3 targetPos;
// Use this for initialization
void Start () {
targetPos = transform.position;
}
// Update is called once per frame
void FixedUpdate () {
if (target)
{
Vector3 posNoZ = transform.position;
posNoZ.z = target.transform.position.z;
Vector3 targetDirection = (target.transform.position - posNoZ);
interpVelocity = targetDirection.magnitude * 5f;
targetPos = transform.position + (targetDirection.normalized * interpVelocity * Time.deltaTime);
transform.position = Vector3.Lerp( transform.position, targetPos + offset, 0.25f);
}
}
}
Related
I made the code which can follow the clone player in unity. But It worked only the first clone player. If join room second or later, It can't find clone player and doesn't work. How can I fix that ? Thanks for anything your helps.
follow.cs:
private void Awake()
{
mainCam = this;
}
void Start()
{
height = Camera.main.orthographicSize;
width = height * Screen.width / Screen.height;
}
void LateUpdate()
{
if (player == null)
{
player = GameObject.Find("Player(Clone)");
}
else
{
//transform.position = new Vector3(target.position.x, target.position.y, -10f);
transform.position = Vector3.Lerp(transform.position, target.position, Time.deltaTime * speed);
float lx = size.x * 0.5f - width;
float clampX = Mathf.Clamp(transform.position.x, -lx + center.x, lx + center.x);
float ly = size.y * 0.5f - height;
float clampY = Mathf.Clamp(transform.position.y, -ly + center.y, ly + center.y);
transform.position = new Vector3(clampX, clampY, -10f);
}
}
player spawn script:
public void Spawn()
{
GameObject PI = PhotonNetwork.Instantiate("Player", Vector3.zero, Quaternion.identity);
Follow.mainCam.target = PI.transform;
Debug.Log("I'm in the room.");
}
I guess that player stay null, maybe when you are trying to GameObject.Find() by his name, that method returns null.
Maybe you can try it with a tag or use another name?
The simplest solution is to make the camera the child of the player object and then change it's position accordingly through the script
You could also potentially use CineMachine which has some built-in follow methods
In order to change the parent of an object in the hierarchy through code you basically need to do something like this
public Transform camera
public Transform player
camera.parent = player;
and you can then set the camera position like this
camera.position = new Vector3(0, 0, -10);
Since the camera is the child of the player 0, 0, -10 basically means that the camera will be -10 in the Z axis away from the player (which should be behind the player). Whenever the player moves, because the camera is now attached as a child, it will follow the player.
I have a script that makes my camera rotate around a target when right click is pressed. Currently, when the right click is released, the rotation comes to a full stop, which is fully expected behavior. I want it to keep rotating for a little while after the mouse button is up, before it comes to a full stop, like if it was decelerating. Here is the code that handles the rotation around the given target:
if (!target)
return;
if (Input.GetMouseButtonDown(1))
previousPosition = cam.ScreenToViewportPoint(Input.mousePosition);
if (Input.GetMouseButton(1))
{
Vector3 nextDirection = previousPosition - cam.ScreenToViewportPoint(Input.mousePosition);
direction = Vector3.SmoothDamp(direction, nextDirection, ref smoothVelocity, smoothTime);
cam.transform.position = target.position;
cam.transform.Rotate(new Vector3(1, 0, 0), direction.y * 180);
cam.transform.Rotate(new Vector3(0, 1, 0), -direction.x * 180, Space.World);
cam.transform.Translate(new Vector3(0, 0, -distanceFromSphere));
previousPosition = cam.ScreenToViewportPoint(Input.mousePosition);
}
Here are the needed references:
public Camera cam;
public Vector3 previousPosition;
public Transform target;
public float distanceFromSphere = 100;
public Vector3 direction;
public Vector3 smoothVelocity = Vector3.zero;
public float smoothTime = 3f;
Is there a way to make the camera rotation be accelerated when the mouse button is down, and when the mouse is up, to be decelerated?
What you need is inertia, get the Rotate and Translate calls outside the if statement, and at the end multiply the direction with 0.98 or 0.99 depending on how much intertia you need.
public float inertia = 0.98f;
direction *= inertia;
Chris Ch's solution works fine, but I had already done something different, here is my solution to the original question:
void UpdateWorldRotation()
{
if (!target)
return;
if (Input.GetMouseButtonDown(1))
previousPosition = cam.ScreenToViewportPoint(Input.mousePosition);
Vector3 currentSmoothVelocity = new Vector3();
if (Input.GetMouseButton(1))
{
nextDirection = previousPosition - cam.ScreenToViewportPoint(Input.mousePosition);
currentSmoothVelocity = smoothVelocity;
}
if (Input.GetMouseButtonUp(1))
{
StartCoroutine(SmoothStop());
currentSmoothVelocity = smoothVelocity / 2;
}
direction = Vector3.SmoothDamp(direction, nextDirection, ref currentSmoothVelocity, smoothTime, 100, 10f * Time.deltaTime);
cam.transform.position = target.position;
cam.transform.Rotate(new Vector3(1, 0, 0), direction.y * 180);
cam.transform.Rotate(new Vector3(0, 1, 0), -direction.x * 180, Space.World);
cam.transform.Translate(new Vector3(0, 0, -distanceFromSphere));
previousPosition = cam.ScreenToViewportPoint(Input.mousePosition);
}
IEnumerator SmoothStop()
{
yield return new WaitForSeconds(smoothStopTime);
nextDirection = Vector3.zero;
}
This way, the sphere keeps rotating for a specific amount of time with a slower velocity before it comes to a full stop.
Am developing a follow target camera, it's working fine but when the vehicle(Target) is on slope, the camera is not rotating to show the full vehicle.
void LateUpdate()
{
if (car1.controlled && Camera.main != null)
{
float speedFactor = Mathf.Clamp01(target.root.GetComponent<Rigidbody>().velocity.magnitude / 20.0f);
if (speedFactor < 0.01f)
speedFactor = 0.01f;
Camera.main.fieldOfView = Mathf.Lerp(40, 65, speedFactor);
float currentDistance = Mathf.Lerp(13.5f, 8.5f, speedFactor);
currentVelocity = currentVelocity.normalized;
Vector3 newTargetPosition = target.position + Vector3.up * height;
Vector3 newPosition = newTargetPosition - ((currentVelocity * currentDistance));
newPosition.y = newTargetPosition.y;
Vector3 targetDirection = newPosition - newTargetPosition;
if (Physics.Raycast(newTargetPosition, targetDirection, out hit, currentDistance, raycastLayers))
newPosition = hit.point;
Camera.main.transform.position = newPosition;
Camera.main.transform.LookAt(newTargetPosition);
}
LookAt is going to set the camera rotation to be looking straight at the newTargetPosition. It doesn't actually moves the camera up, it simply rotates it to look at the vehicule. You should modify your code so the camera moves up when the vehicule goes down a slope and then make it look at the vehicule.
Using Unity 2018.3
This camera script allows the user to zoom in and out and move the camera with touch around.
On Start() the script takes the cameras current position and saves it as the out of bounds limit. So if the player is zoomed in and moves the camera to the side, the camera will stop when it reaches the bounds limit.
My problem is that currently the user can zoom out all they want, causing the camera to get shaky as the script is trying to relocate the camera but it doesn't stop the user from increasing the orthographicSize.
How do I limit the user from zooming out passed the out of bound limit it got on Start()?
public class ControlCamera : MonoBehaviour
{
private Vector2?[] oldTouchPositions = {
null,
null
};
private Vector2 oldTouchVector;
private float oldTouchDistance;
private Vector3 bottomLeft;
private Vector3 topRight;
private float cameraMaxY;
private float cameraMinY;
private float cameraMaxX;
private float cameraMinX;
public float maxZoom;
public float minZoom;
private void Start()
{
// Set max camera bounds
topRight = GetComponent<Camera>().ScreenToWorldPoint(new Vector3(GetComponent<Camera>().pixelWidth, GetComponent<Camera>().pixelHeight, -transform.position.z));
bottomLeft = GetComponent<Camera>().ScreenToWorldPoint(new Vector3(0, 0, -transform.position.z));
cameraMaxX = topRight.x;
cameraMaxY = topRight.y;
cameraMinX = bottomLeft.x;
cameraMinY = bottomLeft.y;
}
private void Update()
{
// No touches
if (Input.touchCount == 0)
{
oldTouchPositions[0] = null;
oldTouchPositions[1] = null;
}
// 1 Touch
else if (Input.touchCount == 1)
{
if (oldTouchPositions[0] == null || oldTouchPositions[1] != null)
{
oldTouchPositions[0] = Input.GetTouch(0).position;
oldTouchPositions[1] = null;
}
else
{
Vector2 newTouchPosition = Input.GetTouch(0).position;
transform.position += transform.TransformDirection((Vector3)((oldTouchPositions[0] - newTouchPosition) * GetComponent<Camera>().orthographicSize / GetComponent<Camera>().pixelHeight * 2f));
oldTouchPositions[0] = newTouchPosition;
}
// 2 touches or more
} else {
if (oldTouchPositions[1] == null)
{
oldTouchPositions[0] = Input.GetTouch(0).position;
oldTouchPositions[1] = Input.GetTouch(1).position;
oldTouchVector = (Vector2)(oldTouchPositions[0] - oldTouchPositions[1]);
oldTouchDistance = oldTouchVector.magnitude;
} else {
Vector2 screen = new Vector2(GetComponent<Camera>().pixelWidth, GetComponent<Camera>().pixelHeight);
Vector2[] newTouchPositions = {
Input.GetTouch(0).position,
Input.GetTouch(1).position
};
Vector2 newTouchVector = newTouchPositions[0] - newTouchPositions[1];
float newTouchDistance = newTouchVector.magnitude;
transform.position += transform.TransformDirection((Vector3)((oldTouchPositions[0] + oldTouchPositions[1] - screen) * GetComponent<Camera>().orthographicSize / screen.y));
GetComponent<Camera>().orthographicSize *= oldTouchDistance / newTouchDistance;
transform.position -= transform.TransformDirection((newTouchPositions[0] + newTouchPositions[1] - screen) * GetComponent<Camera>().orthographicSize / screen.y);
oldTouchPositions[0] = newTouchPositions[0];
oldTouchPositions[1] = newTouchPositions[1];
oldTouchVector = newTouchVector;
oldTouchDistance = newTouchDistance;
// --------------------------------------------------------------->>
// Control Zoom In
if (GetComponent<Camera>().orthographicSize > minZoom)
{
//
}
// Control Zoom Out
if (GetComponent<Camera>().orthographicSize < maxZoom)
{
//
}
// --------------------------------------------------------------->>
}
}
// Check if camera is out-of-bounds, if so, move back in-bounds
topRight = GetComponent<Camera>().ScreenToWorldPoint(new Vector3(GetComponent<Camera>().pixelWidth, GetComponent<Camera>().pixelHeight, -transform.position.z));
bottomLeft = GetComponent<Camera>().ScreenToWorldPoint(new Vector3(0, 0, -transform.position.z));
if (topRight.x > cameraMaxX)
{
transform.position = new Vector3(transform.position.x - (topRight.x - cameraMaxX), transform.position.y, transform.position.z);
}
if (topRight.y > cameraMaxY)
{
transform.position = new Vector3(transform.position.x, transform.position.y - (topRight.y - cameraMaxY), transform.position.z);
}
if (bottomLeft.x < cameraMinX)
{
transform.position = new Vector3(transform.position.x + (cameraMinX - bottomLeft.x), transform.position.y, transform.position.z);
}
if (bottomLeft.y < cameraMinY)
{
transform.position = new Vector3(transform.position.x, transform.position.y + (cameraMinY - bottomLeft.y), transform.position.z);
}
}
}
You should not use GetComponent repeatedly especially not in Update or any repeatedly called method as this creates a lot unnecessary overhead. Instead get it once
private Camera camera;
private void Awake()
{
camera = GetComponent<Camera>();
}
and reuse that reference -> Everywhere replace GetComponent<Camera>() width camera
If my understanding is correct, orthographicSize is half of the height of the camera in world units.
Since you already get topRight and bottomLeft in world coordinates you should be able to calculate an orthographicSize
maxZoom = (CameraMaxY - CameraMinY) / 2.0f;
however, if anyway you want the original zoom to be the max zoom you could also simply store the original zoom like
maxZoom = camera.orthographicSize;
And later you can simply clamp the value like
camera.orthographicSize = Mathf.Clamp(
camera.orthographicSize * oldTouchDistance / newTouchDistance,
minZoom,
maxZoom);
-> no need for extra if checks
I am trying to create a row out of some square sprites I have. So to get the width of these sprites i am using
tileWidth = (int)tileSet[0].renderer.bounds.size.x;
And then to form the row i am uisng
for(int i = 0; i < tileSet.Length ; i++){
if((i+1)*tileWidth<screenWidth){
tileSet[i].transform.position = new Vector3(i*tileWidth,0,0);
}
}
But the sprites are still overlapping each other and do not form a proper row.
What am i doing wrong here and how can i rectify it?
If you are using Unity 5 you should use this code:
float tileWidth = tileSet[0].GetComponent<SpriteRenderer>().bounds.size.x;
Pay attention to your pixels per unit.
If the sprite's res is 128x128 pixels.
And this sprite's Pixels To Units is 100.
So your tileWidth will be: renderer.bounds.size.x = 128/100 = 1.28
But you use int: (int)renderer.bounds.size.x = (int)1.28 = 1
and this is why your sprites overlapping each other.
float tileWidth = (float)tileSet[0].renderer.bounds.size.x;
SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
//size in Units
Vector3 itemSize = spriteRenderer.bounds.size;
float pixelsPerUnit = spriteRenderer.sprite.pixelsPerUnit;
itemSize.y *= pixelsPerUnit;
itemSize.x *= pixelsPerUnit;
As jjxtra noted, Verv's answer is not handling rotation properly (and neither is MBehtemam's, as it's the same answer with a slight syntax update).
The following extension method correctly returns the pixel size of a given texture for different orthographic camera sizes, scales, rotations and textures.
public static Vector2 GetPixelSize(this SpriteRenderer spriteRenderer, Camera camera = null)
{
if (spriteRenderer == null) return Vector2.zero;
if (spriteRenderer.sprite == null) return Vector2.zero;
float pixelsPerUnit = spriteRenderer.sprite.pixelsPerUnit;
// Get top left corner
float offsetRight = spriteRenderer.sprite.rect.size.x / 2f / pixelsPerUnit;
float offsetUp = spriteRenderer.sprite.rect.size.y / 2f / pixelsPerUnit;
Vector2 localRight = Vector2.right * offsetRight;
Vector2 localUp = Vector2.up * offsetUp;
// Go to world
Vector2 worldRight = spriteRenderer.transform.TransformPoint(localRight);
Vector2 worldUp = spriteRenderer.transform.TransformPoint(localUp);
Vector2 worldCenter = spriteRenderer.transform.position;
// Go to pixels
Vector2 coordsRight = GetPixelCoordinates(worldRight, camera);
Vector2 coordsUp = GetPixelCoordinates(worldUp, camera);
Vector2 coordsCenter = GetPixelCoordinates(worldCenter, camera);
// Get sizes
float pixelsRight = Vector2.Distance(coordsCenter, coordsRight);
float pixelsUp = Vector2.Distance(coordsCenter, coordsUp);
Vector2 itemSize = Vector2.right * pixelsRight * 2 + Vector2.up * pixelsUp * 2;
return itemSize;
}
public static Vector2 GetPixelCoordinates(this Transform transform, Camera camera = null)
{
if (transform == null) return Vector2.zero;
return GetPixelCoordinates(transform.position, camera);
}
private static Vector2 GetPixelCoordinates(Vector3 position, Camera camera)
{
if (camera == null)
camera = Camera.main;
if (camera == null) return Vector2.zero;
return camera.WorldToScreenPoint(position);
}